as I understand it (these are all my opinions, having read the forums for awhile)
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Cave systems: caused issues with "stability" as they could be under stuff and you not know it (even in POIs'). I don't know why but I find that a feature and not an issue

.
I'm hoping they come back, or are an option to turn on as I loved finding (falling/driving into) and exploring caves, even when they were empty.
- Zombie looting: People felt it as tedious, and I guess the corpse blocks/timers? ate up processing power or something. Maybe it was the "swapping out" of corpses into corpse blocks? anyway, the corpses stick around for awhile in game... it feels a little weird to not be able to chop/loot them for anything.
- Barbed wire: I heard it was too powerful, as in "too easy to craft as a trap" or maybe it had some weird cheese mechanic. Couldn't the damage be lowered then...?
- All other "removals": I personally love unique items, but its probably just a philosophy to not have "duplicate stuff" in the game... I hope its just during development to make testing/changing things easier so the "core" game is solid... but
I do wish at some point a lot of "basic" items are put back for crafting looting, even if they are just a different icon and a few special recipes. The snowberry is an example of "isn't really needed", but its nice to have special plants in a specific biome.
- Block upgrade changes: I sort of like the simplification effort, and I actually like the "no degrade" on block break (the more I play it), but I really do miss some of the ?challenge? in the longer upgrade path, especially the "reinforcing" of the wood and "concrete drying" mechanics. Having the extra steps made block types "special" and a little bit more work to upgrade/build with vs direct crafting of blocks... like "I don't want to put down wood as it takes so much time upgrading time, I'll burn the time forging brick blocks instead") but you could also do that for some things. And it could make you base look a little more like patchwork when repairing (harder to keep nice looking)
- Farming: i heard it was am issue with performance or similar, so it was decided to "condense" the farming into a special block, maybe to target its specialness to that block type.
I do wish the farm plot could be "upgraded" like other blocks to nicer looking farm plot blocks by using the old hoe/fertilizer mechanic. At least then you could put them in the ground and it would act mostly the same. And make farming a bit more "work" vs "perk"
- Clothing: oh please yes do NOT remove the existing clothes. I'm all for having "sets" and set bonuses for special clothes.... but
why not make the mods you put into the clothing determine the set bonus? meaning: you can wear any shirt... add a special "farming" specific clothing mod to it (errrr... I can not come up with one for a shirt at the moment).
The point is: if you put a single farming mod into all your clothing pieces, you get the set bonus, regardless of what you look like. And you can only add 1 farming mod to each piece, and it blocks all other "perk like' mods from being added. Alternatively: maybe some clothing does not have the slot (like a plain t-shirt/shoes, low level stuff) but higher tiers of the same stuff does. So you either "use the perfect farming jeans" that at level 1 allow the mod, or you have to get the tier 5-6 level shirt to be able to get the mod perk. and it then makes you choose "do I add the farming mods, or the nerd mods? It will burn a slot to add them...). T
hen the player can add the mods to whatever clothes they want, and store them as sets in chests if they want to swap out. Additionally: if you remove the clothing, a lot of the special mods for zombies die and get pushed to people who have time/knowledge to hook up the special models.