I hate it when people claim virtues as character flaws. It’s the oldest trick in the book during job interviews when asked to share a character flaw. Lol.
I agree that there is less freedom from within the paradigm of playing the game efficiently to survive in the most effective way. When playing in that way there is only one combination of perks to pick and none of the others matter. In fact some are outright stupid because they invalidate others. Why have a medicine perk when you can do fortitude and natural healing and just purchase first aid as needed? It’s redundant and idiotic from the point of view of puzzling out the best path. Ghostlight often says that there is only one set of perks to buy and one best order to buy them in and everyone including streamers will always follow that formula and never deviate because it would be less effective and efficient to do so and then you wouldn’t be playing the game to the best of your ability.
The developers have a different paradigm and that is one of playing the game as different people with different abilities and weaknesses that create challenges. The reason there is a medicine perk and natural healing perks in separate attributes no less is so that I can play as a med student who got caught by the apocalypse this time and next time I can play as a guy who is a bit like Wolverine. The perks create different people with which to role play and experience the end of the world. In that sense there is loads of freedom and the ability to mold different characters. It has nothing to do with optimizing anything to always be stronger than the hordes. It is about having deficits in some ways and hoping your strengths will be enough. Playing dead is dead really accentuates this. The nerdy guy who is weak physically...how long will he survive? The agile track star who can’t cook at all? How will he deal with the apocalypse differently? In this paradigm the freedom is complete.
So I see both arguments. I understand why someone who doesn’t want to play as different builds would be disenchanted with A17. Should the devs abandon their own paradigm when creating their game?
I would say it's not so much being "efficient", but rather, the current system lends itself to people "feeling" like they need to be "efficient". Personally, if I could only ask for one small change (Rather than a full on reversion to LBD with some revisions of it), it would be keep the A17 system, but remove level and attribute gates, and perhaps adjust the skill points for perks as appropriate (They might have to bump to 2 pts per level instead of 1, to balance things out for example) as well adjust what some perks do as appropriate (specific gun skills now increase damage instead of the overarching attribute), possibly add new perks also.
I ABSOLUTELY agree with a lot of your points though. I just think my opinion of implementation is slightly different. I absolutely think it would be awesome to carve out a specific path. I am saying, at least for me, I'd enjoy the ability to do the following:
A magnum toting, miner, with a powerful knife, and parkour skills.
A light armor expert, crossbow wielding stealth ninja.
A heavy armor tank with HP regen, max HP, max stamina.
or even something random and stupid, just to challenge yourself
A great farmer that can use meds to great effect but is only good with a wrench and making bicycles.
(Just to point out, that you could do some silly combo that wouldn't necessarily be a smart combo lol)
For the most part, it is true that any of these can be accomplished in A17. The problem (imo) is that these builds can not be accomplished until late-game. Because attributes cost 23 skill points to get to level 10, depending on how many attributes the perks you want are gated behind, you need anywhere from 50-100 level ups just for the attribute skill ups, whereas the way I wanna play, I'd like to get my role-play action going much earlier like level 30 say. Maybe TFP thinks this is OP to be powerful early. But I say why not? Because your "Power" will be very pigeon holed, and you will be only good " at that one thing " and nothing else. You would not excel in ALL guns. You would have to pick ONE gun to excel in. So in that context, it seems fair. I realized this flaw in the system quick. I played with a friend and I was like hey let's decide who uses what guns. "You use shotgun and pistol, I'll use AK-47 and magnum".... "oh wait... it only costs like 5 points to get Shotgun, so I might as well get shotgun as well". This was an actual conversation I had with a friend. Hopefully that gets my point across. See in the current system, once you shell out the massive 23 points to max out a skill tree (attribute), anything under it is fair game, so if you AND a friend both happen to go for the same attribute, there is not that much distinguishing you anymore, at least under that specific attribute.
I PERSONALLY think (I absolutely could be wrong, but I know it would be true for me if no one else) that I would find far more enjoyment in this system, and probably find myself trying a LOT more customized builds than is possible in the current system. At least for earlier game implementation. Builds in A17 just don't feel that unique to me, and it's my opinion the fault for that lies with attribute gating. I am not even debating efficiency I am talking uniqueness here.