The return on time investment changed in A21.
Before A21 I would put early points into Miner69er so I could craft an iron pickaxe, then mine to build a base.
In A21 I need quite a few magazines to before I can craft an iron pickaxe.
So I now spend my early game time looting / doing quests because I don't want to slowly mine with a stone axe.
Okay, but saying that you need to focus most of your time on quests and looting during the early game in order to get an iron pickaxe because you want to bypass the primitive tool phase as quickly as possible is different than saying that there is nothing to do in the game other than questing. My response was to the second claim and not what you are claiming.
As to your point, even if the early game is completely dominated by looting/questing because of a desire to quickly get better gear and abilities, taken as a whole playthrough experience it is still just one aspect. If you focus for 2-5 hours on looting and questing so that you can then spend the next 20-30 hours focused on mining and building then overall you still have a game that is mostly about mining and building.
I don't play that way. I'm happy to do some mining and limited building while in the primitive tool stage and then increase my efforts once I graduate to iron and then steel tools. I like playing through each phase of the game because I enjoy experiencing the build and progression in power. I like that zombies go from needing 5-7 hits to take down to just 2-3 hits with frequent one-hit decapitations thrown in. Same with mining, harvesting, and building. When I build my own base I start with wood for the first horde night and then patch and upgrade to cobblestone and eventually patch and upgrade to concrete. So I tend to be fine with doing a mixture of questing, looting, building, mining, farming, etc throughout my playthrough.
But regardless of whether someone does some of everything throughout their playthrough or decides to focus on looting and questing to rapidly get past the primitive stage, nobody can truly claim that their entire game experience is only looting and shooting. The game is still very much about surviving, building and defending a base, exploring, mining, farming, and progressing your character from weak to strong. People who say the game is only a looter shooter now are only looking at the first few hours of gameplay and only if their focus is to rapidly bypass the primitive stage of the game by power questing.
I see self-imposed rules and options as a great way to tailor a game to ones tastes after you know the game. But new players first have to find out what they don't like or they have to reach a point where they want a more difficult experience.
Rules and options can also be used to fix imbalances of a game, sure, but only an experienced user can adopt the correct self-imposed rules or turn on the right options to reach a balanced game again. How should a new user know that he has to add option X or use some self-imposed rule to get a balanced game? Vanilla should be as balanced as possible.
Permadeath is a self-imposed rules that is used to make the game more difficult and is used by players after finding out that vanilla is too easy for them. Imagine that TFP had to advice players that they need to start with a self-imposed permadeath rule if they want a balanced experience. Wouldn't that be rather strange?
I am all for those self-imposed rules where the alternative is severly limiting the game, for example the self-imposed rule to not use creative menu unless the player decides he now wants to play a more "creative" game. It is also perfectly clear to the player what he is doing and he can do an informed choice. It is not a surprise that creative mode is the option you need to turn on, not the vanilla default.
But telling the player he is responsible for **finding** a mix of rules and options that actually balance the game would be moving one of the central tasks of a game developer over to the player.
Well, very few complaints about the current default ruleset are coming from brand-new players. By far, the group that is complaining the most are veterans and this forum is predominantly populated by veterans so that is the group I am mostly addressing.
It isn't my intention to try and talk the developers out of doing their job of balancing the game since we can self-impose rules to make it "better". I am simply stating that when balancing adjustments are made they will please some and anger others. Changing quests and quest rewards to align better with the gamestage and lootstage of the player will definitely help the magazine system be more effective and relevant in the game and I'm all for the developers doing that to a degree.
I just think that for some of the suggestions like limiting the availability of jobs per day or increasing the number of quests needed to graduate to the next tier or removing loot from the rewards and making it cash and/or parts only are changes better left as options because if they are enforced rules that everybody has to play by, it won't end the balance debate. It will only shift the identities of the complainers.