Why not set things like the smell system as an option that has to be enabled and put a pop-up on the screen when the player fully loads in that reads (for example)
"Server Setting: Smell System is ENABLED on this server. If you're experiencing stability or playability issues, disabling this is suggest for players with hardware below (insert rec specs here)"
Set it so it ONLY pops up if the setting is enable and the player or server specs are close to threshold that issues seem to be appear, you could also add a notice in that pop-up that, sometime updating drivers can help. And not to have it pop-up at all if the system & server are both at optimum or higher specs.
I even wonder if a lot of the things that have been removed could be made as optional, with the default being OFF, instead of outright removing things.
I am coming back with the 2.0 release and I'm ok with it so far, I'm also not far either as I'm experimenting with getting a group together again so I'm just in the "goofing off" mode right now. I guess I'll follow the template started by OP for my more detailed thoughts on their thoughts and add mine in beyond that mixed in. I'll certainly have more in a couple weeks when the group has all be together for some solid playtime again.
1) I feel like that is a lot of what the implied playstyle is for what I've been exposed to since I got into the game around August of last year. So I'm guessing my chaotic exploration mode is why I haven't felt hampered by the trader's quests. Or maybe it is that I like the hunting of zombies and trying to clear cut the entire map and level every building more than the trader's quests.
2) Removed
-Custom armor slots loss is big loss. I miss the way I used to have it with all the slots and colors. I was assuming it was unlocked later, based on what I've read it is just largely gone now.
-Farming in soil, I understand the explanation's I've read. I wonder if making an option to enable (like the smell system I started this post with) and putting similar warning about how it effects performance so it is still there vs just removed.
-Worldgen variety, I'm simply always a fan of more of it and don't have the hours in to determine my thoughts on how much was removed. I can only say that I always love variety for replayability
3)---
4) I think I share the same opinion that default shouldn't feel like the equivalent of 'easy' in a lot of other games.
5)---
6) I would love to see a way where stats on armor balanced against each other of the same level/tier, and what takes them above the stat total is skills and amount of experience gained in that classification of armor. I want more mods for weapons and armor, and much more diversity in the mods. Imagine adding a chance to do a point blank shotgun blast when hitting with your heavy axe.
-I also think that you should be able to attempt a craft if you don't have the magazine but just have a failure rate that slowly goes down until you've made it a couple times successfully and then you get awarded a book as a reward for doing it so you can get the book and the reduced cost and removal of failure chance for having done it.
OP's Final Thoughts--My take on it
-Failure should be an option, not just running out of hit points to die. I feel the badges are a creative way to try to throttle play to also give rewards.
-Trying and failing but giving a path to progress at a more expensive cost, but with a reward for doing it would amazing.
-Fog is annoying, if it is part of a weather event that's supposed to be risky, make it risky and if we want to change a setting to scale it let us have that option.
-Loot Cap per biome is just eww when it isn't an RPG/MMO/LooterShooter styles of games. I do understand certain materials linked to zones, that's logical.
-Badges need to be in the server creation options to be able to be disabled. If that means until a certain level each biome is more risky, that's awesome. Example, If you go into the snow at lvl 7 you take a multiplier of increased damage and more stamina use and many other ways until the player has gotten stronger enough to overcome those penalties.
My Final thoughts:
-I think a lot of quality creative effort went into this update and there was a lot of love, with probably a few office arguments, because of the passion for this game. I am grateful and want to make sure to say that. I worry feedback without appreciation is the standard these days. I don't like that. Please keep being passionate about trying new things, being ok with being wrong sometimes, and pushing to keep making it better. The summary of my concerns are simply that if things become too streamlined with risk minimized and a "proper" way to play a sandbox game, is a path to make it no longer a sandbox game and to turn into what we see with so many other games. I always remember the times I barely succeed or barely fail, not the times that it just works out on auto pilot. I want more of those experiences and options to adjust those thresholds for the group I'm playing with at the time. I think that's what ya'll want too, as devs and as gamers yourselves.
(PS: I'm autistic and I'm sure that's obvious at this point, I just ask if I missed an error in grammar or made a poor word choice, you bear with me. I used voice to text for this as it is much easier for me. And no, I didn't think I had this many thoughts lol)