I'd agree that the default quest sharing settings should be off. I guess they put them on so people would find out about them.
We really haven't had issues with the magazines. I have a handful I know I'm reading, they have a handful they know they're reading and there are a handful we are just storing because they really have no value to us. Regarding your issue with looting, I think that's something that just needs worked out on your end. I don't think the game needs to fix group dynamic problems for us. If they won't work with you and play it so differently than you do, then maybe it's better to run your own quests and let them run theirs. Not ideal since you're trying to work together but if they won't slow down then there isn't a lot that can be done.
I guess what I'm thinking is, they already try to force you to do the quests as they were meant to be played and not go straight to loot so why not improve it. Either support the playstyle or don't.
Also regarding loot itself, Minecraft has a mod that implements basically the feature that I think would be a good addition to the game called Lootr.
Snipped from their mod description:
What does it do? Each container that has a loot table (supporting chests, trapped chests, barrels, shulkers and minecarts) creates a unique inventory for each player who opens it! These containers also have a distinct appearance, and their colour changes from gold to blue if a player has already opened the container.
With the addition of the looted containers that was recently added I don't see how it would take much more to implement something like this. Just make the looted state only change for the end chest/box for the player that opened it, then when the second player opens the container check player id and if it doesn't match the prior player's id then generate new loot in the container. I know I'm asking features here when there's still bugs but I think it would nice to have to make shared quests not a detriment in the first few days.
I haven't touched clubs so I'm not sure. Seems odd that clubs are underpowered so much compared to spears. I know they improved spears but clubs were very good early game before so it just seems strange that they'd be that far off now. Might be a bug.
Keep in mind that hitboxes have been adjusted to match the enemy and object more closely, so what you could hit before isn't necessarily a hit now. It may be that you're missing more due to the expectation that it worked before and so it "should" work now? I know I miss a lot more with spears than I did before. With practice, I'm missing far less than I was initially and given a little more time I should be back to rarely missing again. I'm sure it's the same with bows and other weapons. For example, I could aim so I was just barely grazing a head with the spear in A20 and it would be a direct hit. In A21, this would be either a miss or a graze (less damage than a real headshot).
I would think fire axes are on the tool line as they are an upgrade to stone axe and come before battle axe. Since stone axes are considered a tool, that probably is as well. I don't use it as a weapon and so never looked into it.
I'm thinking maybe I'm hitting their hands more than their heads if they're swinging? Not too sure. I'll keep an eye on it more and see if a timing issue for me or what.
I'll look into the tools tonight for the axe, thanks.