And ofc there is still the fact that the game is in development. We could see things that you can only get in a later biome. Then allowing the player to be everywhere on day one is a bad idea.
I guess I am of mixed feelings on this, to be fair.
As a Crafter, 7dtd has always been a game where some looter>never crafter, is just going to go out a-looting, and get better gear than the guy who is taking the time, and spending the points, to be a parties Crafter. This is bad. In v2.0, we still need this addressed, as looting (even without points in anything), is still the default fastest way to better items. Loot caping by biome is 'A' way of trying to keep folks from just running around and getting top gear stuff, without having to craft it themselves, or even paying any attention to crafting at all.
I think that player settings are the way to tailor folks experience to their own tastes.
I don't have a fully developed set of thoughts on how I would want to be able to make a slider, where
Crafting is King on one end and where
Looting is All on the other end has total control over how a player is capable of getting better items, but I would like to see settings where a host player can just disallow any "Better" items from anything except crafting. Not from higher PoI, not from higher Biome, not from Traders inventory, nor even by Trader rewards. Just no advancement in loot at all, without crafting playing some kinda role, at the Crafting is King end of the slider. Other folks, that just don't want to do any type of crafting at all, would set their game settings to the other end, and crafting, in their game, would be rendered immaterial, and useless.
Right now, if one guy plays as a looter, and never bothers to craft anything, but just relies on the Random Number
Slavery Generator to outfit their character, then a crafter is useless.
Sorry for the rant. Just frustration with a friend that doesn't care about crafting, reads everything, but never bothers to make use of the books they read, and so nothing is easy, lol.