I unironically like the wounds system. Since back in Legacy I've thought that having a distinct max HP to represent longer-term wounds was really cool, and Hafen's wound systems expands on that in a great way, allowing for different wounds to be treated in different ways (rather than leeches magically healing everything), and also making some wounds heal faster than others.
I don't necessarily mind wounds being hard to heal. What I do mind, however, is debuffs occurring from wounds and wound interactions that disincentivize actively playing on the affected character. For Concussion it's entirely understandable as it's always the result of screwing up badly (i.e. you deserve the penalty), but there is no reason for an inevitable wound caused by picking up crabs to lower your DEX (thus preventing you from crafting stuff softcapped by DEX lest you waste your materials) or to get your STR and AGI crippled just because you did farming and anthill raiding on the same character and then got fucked over by a midge. It's also complete bullshit that interacting with your beehives locks you out of raiding anthills and vice versa during midge season (otherwise you'll near-inevitably get Allergic Reaction), and it also feels unfun that you cannot visit swamps if you have certain wounds. Basically, anything that limits your play options is likely to reduce the fun you get from playing, and thus in my opinion that should be reserved only for cases where the player clearly fucked up like Concussion.
I also think not all wounds are equally well-designed. I've ranted about Allergic Reaction before, but Quicksilver Poisoning is probably the worst-designed wound in the game (it's just not as problematic because it's so avoidable). The only way to avoid it is by abusing an alt to do crafting you are going to do anyways, and the permanent debuffs it gives mean you will never do it on your main. It has absolutely zero practical effect other than strongly encouraging more alt abuse. Overall, it seems like wounds are purely what Magic: the Gathering R&D calls 'top-down design': you start with an idea you want to express, then try to convert that into game mechanics that properly evoke your idea. (In contrast, 'bottom-up design' is when you have a mechanic you want for functional reasons which you then dress up with appropriate thematic fluff.) In MTG, the top-down design is then properly tested and balanced to make sure it doesn't just sound cool but is also fun to play with, but that step seems to be absent entirely for Haven's wounds; they seem to be made purely theoretically as an expression of the real effects of such a wound, with little to no regard for what actual gameplay impact it has. Yes, the effects fit what the wound is like, but is it
fun? Sometimes, this process leads to great designs like Nettle Burn. Other times, it leads to hated elements like Midge Bite (which, for the record, is a problem even separate from Allergic Reaction - getting punished for just doing things around your base is extremely unfun even if it's a token punishment).
Jackwolf wrote:But no, seriously though. Bring back 'Thorn in your foot'.

It was such a minor yet funny wound from legacy
I think at least half of the people suggesting this are just trolling, but implemented well enough it could work. Nettle Burn is my favorite wound in the game, being as much of a boon as it is a detriment (arguably a bit too skewed towards boon). If A Thorn in the Foot would give a similar early-game buff (+Survival -AGI seems appropriate) it could add an interesting element of pseudo-choice where primitive folks will walk around shoeless while switching to shoes as they grow more civilized.