In a sense, it's the underground safety discussion all over again. If choices carry no weight, neither does the thing we call "freedom".
In the case of repair, imo, there are just so many design shenanigans and lack of structure (including its connection to the other game systems, or ...again, lack thereof), to even make it worth discussing about thoroughly, especially when most of the posts do not go any deeper than "it would suck losing my weapon etc".
First of all it seems utterly, mind-blowingly absurd to me that a sandbox game, the gameloop of which depends on crafting and looting, doesn't have an item sink. And won't even bother elaborating as to why, have done so many times in the past and I would like to believe that this, at least, is self-explanatory.
Secondly, the problem with repair in the first place, is that all it is, is "busywork". No matter your loot settings, in a world that "everything is, more or less, anywhere", it just requires a fixed amount of grind of overabundant resources, to get A and B put them in an automatic crafting station, wait, then combine them with C and move them to another automatic station crafting station, wait, so you can combine them with... etc etc. Unsurprisingly, this is seen as busywork, simply because that's all it is, after isolating what the player actually does in all of this, and wanting more of it would be preposterous.
How many times have you asked yourselves, for example, "should I use this cloth for bandages or repair kits", or "should I use this water for glue or keep stock for drinking". Personally none, using harder than default settings, 20-30m days and more often than not, ~20% loot. And my playtime amounts to less than 500h since 2013. For me the game is nearly devoid of such kinds of questions, which are usually expected to be the crux of the gameplay in a survival/x/x game. And the game still somehow manages to become exhausting from the aforementioned process (described in the paragraph above)! Of course to be fair, throughout the alphas, a lot of things have improved in this regard, especially since A17 - not to say that others haven't degraded as well.
On top of this, the UI/interface exacerbates this busywork. For example,
@Solomon's A solution looks way better if we had a modern crafting system where you can supply them with extra-stacking inventory of the corresponding materials they use, similarly to how the forge already works, or if they were able to draw from other inventories. Then again, recipes don't have to be complex or have a load of stuff, as long as the materials in them carry some kind of importance. And when it comes to inventory management, I've played games with way more restricting carry loads and stacks but much less annoying inventory management.
But anyway, it is above our paygrade to bother finding solutions - especially when TFP don't see a problem in this. Best thing I can hope for personally, is to revisit the game when it goes gold and stable and decide whether it will be worth to start working on a mod for it.