Well, games needs to be rewarding, and cannot place harsh punishments over trivial things.
Every time i study something i want to see my stats rise, every time i eat something i wan't to see my stats increase, if i put effort in increasing ql of shit i want to see them increase. Going for a vacation and coming back just to see my stats drop is shit, also "maintain your stats"system would only hit players who doesn't play much and those with high stats are spending enough time in game anyways.
QL decay? making full cb of metal saws just to dump them away after making few boards because their ql would drop few points and i would need to use new one? what kind of bull shit is that?
Aging characters is just stupid... being punished for playing, forcing me to start over every now and then. I wouldn't play such game.
Imho catching up is possible, i wasn't playing past few months only recently got back to game and in most area im at satisfying level already, My trees are of a better ql than those available at CF, same goes for crops and food. Catching up with my stats is just about focusing on it.
Being able to fight enemies easier nad easier is normal, every rpg game is like that, you want to be able to kill stronger and stronger enemies, it wouldn't be rly fun if you need the same effort to kill ants as in the beginning when you started to hunt bears.
I myself like the idea of mulch, it's just kind of advancement. At the beginning i was catching rats to fill my energy or using wooden shovel, and is that rly problem that when i got my metal shovel i stopped using wooden one? We have ways to increase quality of most natural resources. I think we should be able to increase everything
As for increased branch ql when using hql axe, i don't mind it but we have one way to increase branch ql anyways so it's not rly necessary imo and to be honest same goes with boards, it would be enough for me if axes and saws just caped ql of wood. but it's not rly an issue for me so i don't care either way.
As for tools, decaying ql is crap but durability system would be nice. tool repairing isn't necessary just make tools disappear when they hit 0 dura. Tools shouldn't be eternal but should be very durable it would create item sink and would boost market, can't be too much of a pain in the ass though. Getting new scythe everyday to harvest my crops would only be annoying, but getting new one after harvesting for example 500 000 tiles wouldn't be much of a hit, also better ql tools should be more durable.
As for high stats characters it's an issue, but i have no idea how to fix it. Cap would just make ppl create more characters, and for those who don't want to would make the game boring. Maybe chain it up with food ql? if your stats are twice the food quality foods gives half of the fep, when your stats are 3 times higher than food ql that it gives third of the fep and so on? still able to chase infinite stats but becomes hard to get next stats pretty soon, and as the ql constantly progresses it would be a little bit easier to catch up. Also at some point mixing foods wold be more important because lowering total fep would be easier than getting it with high end food, so variety of food would be used during process instead of only good choice. What do you think?
About other issues with the game is that world lacks decay mechanics. Things underground are eternal, nature never fights back, once chopped down forest never regenerate, once paved tile always stays like that. World is filed with decayed camps. the only things that are left in some villages are pavements and fields. EVERYTHING outside of active claim should deacay, world should regenerate.