Nitpick: You improved your character (through Scavenging skill) when searching empty cupboards.
Now, you see, I have to agree a little here. If, like me, you've seen the evolution of 7DtD over the alphas you'd see a fairly decent set of incremental improvements. It all followed a certain predictability, and it was no worse off for that. Things that you expected to get better, did so. From weapons, AI, crafting, etc.
Character progression, through repetition, certainly seemed to be the way it was going to go. It's intuitive and I think it builds a good development curve for playthroughs. We did see some nerfing of that with the move from A15 > A16 which stops people from 'spam crafting'. For what it's worth I thought A16 got it pretty spot on in terms of it's mix between character progression, perks and schematics. It could have been tweaked, and to be fair a lot of mods did exactly that, but overall I didn't feel like it really needed much change going into A17.
A17 is a left turn, there's no arguing that. I have issues about the level gates, and would love to see at least a little movement back to the character progression model. I also have issues regarding weapons and their levels, I get the logic but a level 1 should be a weaker gun in everything not just durability than a level 6. I quite like the mods, could be tweaked but overall I think it offers up a lot of expansion there.
That said, the world itself (even with the caveat that it's still experimental), is pretty bloody nice. It's a laggy b*stard, but a lot prettier than A16. Both in visuals and in design, and especially the new PoIs. The world is probably the reason I play the game (and I play it in SP), if you go back to A16 it feels lacking, almost empty with little subtlety. It's just less of an enjoyable environment to play in. It's not bad - in relation - but in the A16 playthroughs I've started since A17's exp release I've just been left with the feeling "I'd rather be doing this in A17".