I'm glad you decided to revert it. I've been noticing a lot of unintended bad consequences from the change.
-LP gains overall would skyrocket, speeding up a game that already only lasts a month or two before endgame
-EXP drains become excessive. I would end up groping Old Man Willow 3x a day
-Need only a small fraction of the curios you needed before to keep your study full, reducing the number of things to do and making it feel like half of the game was removed
-It feels sad and unsatisfying to throw your loyal, worn-out curio on the ground instead of converting it fully to LP
-LP-per-hour became so important that a lot of decidedly un-LARPy calculations became necessary. Before it didn't matter as much if you were throwing in the best LP-per-hour curios in your study because they cleared up again quickly
-Curio variety was reduced, severely. Before I was tossing in uncommon snapdragons as filler, for example, when I had a couple slots to spare while adventuring. With curio consumption high, you're going to run out of the best curios so lesser ones get their time in the sun. With the wear system you just calculate the best lp/hour curios you could possibly get and seek them out, putting in the same ones over and over.
I have an idea for a change that will reduce curio micro without wrecking the economy viewtopic.php?f=48&t=46003
I'm really pleased with how quickly you're able to implement experiments though, didn't you just come up with this 2 weeks back?