Again, people should not have to mod the game in order to make it playable, especially not new players who are going to fumble around, give it a couple tries and then decide that they wasted their money. There should be a baseline where it just works the first time you try it no matter how bad you are at the game.
I am sure the novice players will ultimately speak for themselves. They turn up instantly in the forum and on steam as soon as the stable is out. And inevitably (like in every alpha before) TFP will tune down difficulty quite a few steps. It often feels like experimental is the goodie for the veterans and then the multiple stable versions are tuned again to novice players as they enter the "tuning arena"
Right now that baseline is, you get to the trader, you discover that everything is obtainable through dukes and you throw points into better barter and
daring adventurer only to later wonder why there are even other perk trees.
That is not the baseline, that is already optimized play. I don't see any reason why a new (or old) player can't just play any attribute and be happy with it. I would guess most new players will first distribute their points all over (including better barter, but also clubs probably). But then they will notice that the costs increase for the second point in a perk and eventually specc into the attribute that governs the best weapon they found or a weapn they like. Which usually won't be INT
Yes, at the moment doing quests is not optional at the start because without them you have a very hard time getting the money together if you want a filter in the first few days. But the game leads you to a trader and your options there aren't in the hundreds but there are just two options I would assume everyone tries out even if he is new to the game: Buy/sell stuff or get a quest. And they will immediately experience that they get money with doing quests. And they see that the first workstation they can craft will always be the one they want most at the time and that it costs money. There are big flashing signs for the novice player right there to do some quests.
What they probably will have a harder time with is how to get food and water early in the game. Part of the fun learning process we veterans can never experience again.
And there is a safety net already in the game. The player is factually immortal.
I do get it, I've been through the experimental phase 5 times now, and I've been lurking on this forum for nearly as long. It's easy to understand how one could come to the conclusion that everyone just doesn't understand the game well enough to understand how things will actually work out. Sure, people were saying that digging Zs would ruin underground bases, but up until a20 you could dig deep enough to be undetectable, and now with wandering hordes more precisely and more frequently coming close to the player is that still true? It doesn't matter because there are many things that the player can do to circumvent the issue. The player has agency.
On the other hand there is very little the player can do about how far away particularly important books are going to drop or if RNG is going to be kind. The player doesn't have agency. That's why this time it's different.
I agree somewhat with the workstation magazines but even workstations can be bought at the trader. There is good and bad in the randomness of recipe learning:
BAD: You may be stuck without some essential item and have to work around it or feel like you have no other choice but just look for the magazines for it.
GOOD: You may be stuck without some essential item and work around it

. Some people love different challenges each game
GOOD: As recipe learning is automatic you may sometimes have to wait a long time but success is inevitable.
GOOD: Player agency is sitll there in what you actually craft and where you specialize into, not what you can craft. Sure, with workstations there is no real decision, everyone wants every workstation. But with weapons, mods and traps the choice is still there.
BAD: The sequence you get recipes IN a series is always the same, so in that regard the game feels predictable.
GOOD: The sequence you get recipes IN a series is always the same, maybe beneficial for novices players?