If I remember correctly there was a technical reason, i.e. they cost more CPU/GPU-cycles than the other spikes.
More (not mentioned but likely) reasons they also were thinking about:
1) zombies often had their heads vanish in upright placed log spikes
2) it made no sense that upside down log spikes also damage
3) they brought no new functionality, they were just copies of the other spikes with different health and damage
Sure, there are other ways to fix some of the problems. But removing them fixes all of above. And you can always add more varietes of the normal wood spikes in later alphas if there is a need for variety,
Auger still doesn’t one shot stone. Is this a bug?
Judging by other tools and weapons, basic Auger will need mods to be really "super-special". The game will have a lot more mods in the future.
no on log file and yes it is 16K..but does that mean it take even more time to load large maps?
I didn't test 16k yet, but I would expect the new system to only make generation take long and the first time you log into a server (because the map has to be downloaded to your client). A local game and further logins to a server should be as fast as navezgane (as far as I understand the changes to RWG).
But Kinjakuu isn't finished with RWG yet, this might not work yet or not be optimised to only load what is really necessary.
Do you have 16G RAM? If not, check your RAM usage, maybe you are already swapping to disk.
And really check the log whether you get errors in there. Compare to a log you generated by playing Navezgane. You don't need to really understand everything in a log, you just need to be able to recognize unusual lines. So read logs from time to time, you automatically will get the wisdom to see the unexpected.