Perks:
Because of the way it's worded, I chose A16, but that's not really how I feel about it. I love a lot about the A17 system, but ideally, I'd prefer something in the middle: I liked having skills that improved by doing, but I think there were too many. I'd prefer one of two options:
1. Each base stat is associated with specific actions, and doing those actions levels up those stats, granting the use of perk points. For example, perhaps mining provides 1x points into strength, and .5x points into endurance. Once you hit the appropriate XP threshhold for a perk point, then you spend it on the perks essentially as they are in A17.
2. A few specific actions benefit from use. Mining, crafting, melee, and ranged are things you'd, hopefully, get better at naturally simply by doing. It makes sense that you get some kind of skill boost by regularly using one of these actions. But I'd prefer that everything outside of this subset of skills be based on points--as others mentioned, the idea of being hit while wearing armor improving your armor skill was a bit silly.
I am glad that schematics are gone and are now point based.
Wellness:
I think I like the A17 method better, but I'm not heavily invested in either. While I liked that the A16 method made food important, and rewarded you for eating better foods, I like the simplicity of deciding whether stamina/health is more important now or if something else is. It's a sometimes tough choice, that feels rewarding.
Gates:
I don't like gates in general. As others suggested in different threads, I tend to feel better about gates if they can be overcome by RNG--I get annoyed when I'm restricted from making a vehicle, but if there's a chance I can find a bike in a garage or whatever, then it's more interesting and I'm a bit less frustrated. Even if it ends up taking a while in practice. I feel like the gates get in my way of playing how I want to play, rather than helping me ease my way into the game--it's an obsctale to play rather than an aspect of it.
Caps:
I really hate level caps. I get annoyed when a game tells me I can't have all the skills--if I work at it, it should be mine.
You might want one character to be a great builder and another character to be an expert fighter, but if they're both building the same base and killing the same zombies then that's not going to happen. Instead they're both just going to advance in both skills at the same rate.
Huh? That's not correct. I had an ongoing game with a group of colleagues and friends, and we all played our own niche. In our core group, I was the architect, another was the scavenger/trader, another was a hunter, another the farmer, and another did the ammo crafting and food cooking.
None of them matched my mining or construction skills--because they were in fact not building the same base and killing the same zombies. They were doing the activities in their own niche. So while I dug out the ground and hammered frames, someone else was making sure we had enough food planted to keep us going, and went looking for things like aloe and other such supplies to expand the farm. The person doing the cooking and crafting stayed at that spot--only occasionally helping me dig. The scavenger was almost always in town trying to find an auger and minibike parts until we finished the skeleton of the base; then he'd stop back in to create his living quarters. That theoretical skill matching you mention didn't really happen.
While were at it... the mod recipe system is BS, HATE it! If you find a recipe, you learn it and that's it. From that point on you should "know" how to use it. /end rant
I do find it frustrating when book bonuses are temporary. If you buy a cookbook, it's still there to use dozens or hundreds of times. If you have a schematic for a weapon, why wouldn't you be able to reuse it? Especially if you felt it was useful enough to make once, you wouldn't just throw it away for no reason when your life may depend on it. That's a pet peeve of mine with any game.