I personally -kind- of like the new system... but not really? The perk system feels natural, and works well, for -bonus- abilities, extra hp, extra stamina, craft time reduction... but on the crafting end, which is primarily what I do; it feels forced, I preferred the old system where you learned by doing. I wouldn't spam craft either [i played true survival, I don't recall if you got xp for repairs in vanilla a16, but you do in that]; basically, do what I'm doing, sneak around, break into houses and take what I wanted/needed, and avoid zombies in order to conserve ammo and resources.
I liked that particular feels, because in my mind, survival isn't the same as 'action', resident evil isn't really survival anymore. Survival games are about risk mitigation and resource management; deciding if it's a better idea/use of resources to go out and hunt for food, scavenge some, or start a farm... in both the short and long term, while dealing with your limited resources. Risk does often provide reward, but another part of the risk/reward calculation is the possibility of failure and the lose that would accompany it.
A good way to balance it, would be to bring the xp gains from hunting zombies, and crafting to relatively equal levels. That along with removing the item quality modifiers from the perk tree, along with the recipe unlocks; and, restoring the active skill system for tool quality along with recipe books... would go a long way toward restoring the survival game feeling.
Maybe replace quality modifiers and recipes with bonus durability and additional effects? [doctor, for instance, could give bonus healing instead of unlocking recipes]