Building > Maintenance timewise
Rationale: From my hafen experience + people response it seems everyone are very excited on the early 2 months of the game, when you have to build your base, explore and etc. Meanwhile, people seem to drop out during the late-game, when you switch from the building mode to the maintenance. Or start using the bots heavily to stay in the game.
Whatever changes and updates are made, this pattern never really changes. Develop and build actively, play a lot in the beginning -> play some time maintaining what you have built, rise q, craft curios and food -> quit from boredom/tiredness/real-life -> wait for the next world, do not really come back to the game after the break since you're outdated in terms of q/your base is destroyed/noone else is playing
That maintenance part is the critical stage when people start dropping out. In my opinion, the maintenance should be much easier/automated than the building stage. And the building stage should never finish, so people would constantly be creating new infrastructure, building and etc. Too much maintenance just leads to people burning out eventually.
Let's see what forces you to always log in to the game and feel stressed about missing 1 week of gameplay.
1. Feeding the animals.
2. Selecting the crops
3. Checking your village every few hours whether it's getting sieged or not. Miss 5 hours window and you're rekt.
1. Feeding the animals. With the cheese nerfs and buffing other foods it now makes no sense to have too many animals for botting factions anyways. Therefore, to make everyone's life easier and hafen more enjoyable, the devs should really work on making animal husbandry less time-consuming. Selection, milking, shearing, butchering all alone consume way too much time already. Imho, 1 feeding trough should be enough to feed 20 animals for 1 week. The server population is already dropping low, I do not see any reasons why not to try that for a month or two and see what people would say/feel about it.
2. Selecting the crops. Crops should take longer to grow, but have 10+ q quality increase, instead of +5-5 (or whatever is set). The point is to make it so that you would have to harvest the crops less frequently, spend less time on that. Having to log in too frequently to keep up with the quality race will just drive any dedicated farmer mad and feel like quitting. Binding longer crop growth times to seasons would also make sense.
3. Checking your village every few hours whether it'd getting sieged or not. The siege system should really be reconsidered. I have complained multiple times that it's not fun for either of the parties and encourages the scorched earth tactics. Although, the system hunted in the latest announcement topic is rather worrying, since we have been discussing similar stuff in our voice chats and concluded that setting siege camps and etc. are no less abusive than the shield system.
Possible alternative would be separating actual city/village claims from claims used for the resourses and etc. So, if you're building hard enough, developing your base, got enough people or whatever, it would be really hard to siege you (gaing almost infinite amount of shield, depends on the population activity). While a claim/village maintained without much of an effort should be much easier to destroy. So, people would be concentrating more on getting someone's salt, rather than breaking their village and industry.
Stockpiling minion
jorb might remember my report regarding botting, where I have outlined that one of the key things that should be addressed is stockpiling items. It would be rather interesting to be able to buy a minion/spirit that would collect the type of the resource you would select on the ground, then stockpile it in the area you would highlight. Quite easy to code in, but will increase the number of subscriptions/subs (if linked) and make maintenance part much easier.
Maybe, you should be able to summon the spirits that would harvest/autoplant for you as well after reaching a certain level in skills. Let's say you've got farming 400, or smith/lore/whatever at 500.
With that system, people would constantly build more, create bigger settlements, work on logistics so that their minions would be more efficient. Spending their time on planning, rather than the stupid grind.