The anti duct tape part would be the amount of cloth you need to craft them now.

Somewhat reminiscent of needing 100 pieces of cloth to craft a pocket for your jeans, isn't it? And I'm over here thinking, "What are we crafting here? A pocket or a quilt?"
No question, the recipes are proving a bugbear (and fertile, never-ending experimental ground) for TFP. (40-60 iron ingots to craft an iron axe head and only 10 to craft a double iron door? Seriously?) They're also obviously concerned that some sources of materials and "features," e.g. mining and farming, are being ignored in favor of others. And, remember, this is on top of trying to balance a game that can be played either single or multiplayer. (Egads. I can't even imagine that last. Almost seems an impossibility.)
Personally, I'd design the recipes to make a modicum of sense and balance skill progression via other means, e.g. the skill trees. It's patently obvious, however, regardless what anyone says about their "motivations," good or ill, that TFP is trying to control the pace at which players play the game as opposed to allowing players to set their own pace, whether that be speed running it or nonchalantly skipping through the virtual woods for hours on end whistling a happy tune. There's no question in my mind (and no one need try to gaslight me about it) that the number crunching and "efficiency" experimentations of min-maxers are calling the shots when it comes to decisions such as these just as they are in Fallout 76. Of course, not all (and likely not most) people either playing the game or who might be interested in playing in the game are either min-maxers or speed runners, but that's the "meta" and, so,
everyone must be playing (or be interested in playing) it like that. No? (She asked somewhat facetiously.)
Never ceases to amaze that streamers and YouTubers are designing games at this point while development studios study their metrics as though they were The Mechanist of the Automatron DLC for Fallout 4, oblivious to what is actually happening in the "wasteland", blinded by statistics, e.g. concurrent players on Steam and game sales. What else do they have to go by other than earnest community feedback? And how much of that feedback is actually earnest and in the interest of the game's overall appeal rather than personal preference? Not much, I'd wager.