Maybe more skill pages will relieve the symptom short term while they deal with how to provide lasting character development.
For all but those who quit the game early, playing takes the form of… returning to the sanctum to pick another character so you can craft something and then returning to the sanctum to break some blocks, then returning to the sanctum so you can gather something, then returning to the sanctum so you can chisel, then returning to the san… and on and on.
I really dislike the idea of playing many characters (there’s only one of me), so I rely on skill sets. But it’s the same mechanic, walk up to a machine, change skill sets, craft something, change skill set, mine blocks, change skill set, put something in the furnace, change skill set, chisel something… and all the time eat, eat, eat, as changing from one skill set to another can mean you start starving. On top of that, each time you leave your home beacon, you can only play one aspect of the game every 15 minutes.
The alternative to suffering this mechanic is pre-planning each session so you can minimise the hassle - ain’t nobody got time for that
Max level players shouldn’t be able to do “everything” but they should have ALL maxed attributes.
Right now, I want to be able to chisel things precisely, so I need to choose if I should forget how to run, or stop being able to survive on another planet. How does a choice like this make any sense?
Anyway, I’ve had my rant in another thread (Anterograde Amnesia), suffice to say this is one area of the game I’d personally like to see developed more fully in the short term.