That would imply you can level and gain whatever skill you wanted.You double the experience you need every ~14 levels.
With current experience gain leveling in a normal pace caps at around level 80.
Yeah I enjoyed the old system's soft-cap on player potential, you could become decent at everything if you played long enough even without grinding like a madman.
Now we basically have a hard-cap since you need about 1.3million exp to get to level 100, while level 200 requires 3billion exp, level 250 is 36billion (more) exp and nobody is going to legitimately get to level 300 because it's another 100billion+ exp on top.
Cumulatively it costs roughly 147 billion experience to reach level 300 and while making it nigh-impossible to become good at everything is fine, making it practically impossible to even become decent at everything seems a bit excessive.
You actually have to grind way more to become reasonably good at things compared to the past, it's just that this grinding isn't specific to what you want to be good at, and instead involves killing tens of thousands of zombies (or making several million block structures from scratch, for a pure builder).
On the bright side atleast gear progression is way easier, except of course how weapon+armor crafting has been relegated to a mid-game activity which eventually becomes obsolete.
I still don't get why they'd add in a component system but still just spawn in fully-functioning gear, you need to scrap so many tools to make a new tool that you're nigh-guaranteed to loot a Q5 tool before you can craft one.
If half (or 3/4) of all equipment you would normally loot was instead just components it would require looters to loot more but crafters to loot less, which seems more sensible than requiring crafters to loot so much there's no reason to craft anymore.
Which relegates gear-crafting to the bad luck last-resort of gear acquisition. As opposed to the infrastructure+resources shortcut of gear acquisition it should be.