There is no game mode without a trader that is supported and so there has been no balancing for that type of mode. It should tell you something that there is a “No Zombies” option in the top menu but there isn’t a “No trader” option. The trader and doing jobs are considered integral to the vanilla game experience. In fact when you do get a “No Trader” message it is considered a world generation bug.
Considering that the looting/competence/reward system was already changed so many times,-back and forth-, and that, each time, the very last iteration implemented was supposed to resolve all the progression issues, -until it has to be fixed again in the next release-, I am definitively not surprised to read that balancing things around the core survival game wasn't even considered as a priority by the design team. So, following your reasoning, the core game should be about questing for the Traders, like in buying/selling stuff and earning dukes, while surviving hordes and looting the world for crafting stuff would be simple side kicks.
Let me simply doubt about that, even if you said so based on the fact that there isn't a game mode to remove the traders from the game settings (In fact, that's a feature that would probably add a lot to the game experience instead of being considered a bug for closing the initial quest).
And I'm also feeling that the actual system will be changed again before the full release.
If traders were able to be easily ignored in the past then that is simply because their role in the game was not fully fleshed out and I doubt they are still completely fleshed out. As traders continue to be developed along with the jobs they offer, the reputation system that will be coming along with factions, and any further services they might provide beyond what they currently do, you will find that the need to mod the game to allow for their absence will become more significant.
I'm all in for a completely fleshed out and immersive Trader system, something worth investing my time on it. Until then, as I simply find it
crap not worth playing in the current version (A21),
I'm just pointing out to the design team, as some sort of feedback, that the only reason I'm still playing this game is because I could work around an issue which is what I think is the main flaw of this game. I have never installed or played any modded version of this game. I first simply decided to ignore Jen & Co and do all my stuff without bothering about the traders, same for the vending machines. I don't think that not eating candies would ruin my 7D2D experience. Now, I'm also pasting another POI name for each generated Trader compound for removing them totally from the map, which is a very little modding taking about five minutes for a new map.
And guess what? If they were really part of the core game, this would have f***ed up my gaming experience, right? Instead, it solved many issues that I felt were wrong with the progression looting/crafting system. In fact, I would rather not play the game at all rather than go back to the boring pointless questing "missions".
But also I'm open to try when this will change with further implementation, like bandits and factions. But, at this point, there isn't anything implemented worth going back to play with traders in A21.
This game is not a wilderness survival sim. It is designed that at least minimal reliance on traders as well as urban areas is needed. You can mod the game to support something closer to a wilderness survival last human being on earth type of play style but that is what it is going to require more and more going forward.
What make you think that I'm playing a wilderness survival sim?
I'm not. In fact, I'm working on a small single city map accross all biome. So I'm actually playing an urban survival sim, without any trader, if you want to call it that way.
Would you allow me to?