I hear time and time again people saying they like the system but that it needs tweaking and balancing a little better. That's a rather broad thing to say with no actual direction, I'd like this thread to be more about offering and discussing direct suggestions for how to achieve that balance and what to tweak, it'll likely end up as a mess of nonsense suggestions but it's worth a shot.
My suggestions Assume that the current known list of gildings is all that is available right now.
I'm laying down the idea that there are 2 tiers to gildings that relate to the strength of the bonus applied, as an example, Taproot Lacing would be classified as Low Tier Survival whereas Leather Patch would be a High tier Survival/Exploration
Currently there are only 2 low tier gildings, this needs to be increased substantially, The only boosts available to these early game gildings are survival and UA.
Bark reinforcement shouldn't give an agility penalty, it's currently a pointless addition, a low level character can't afford that agility to gain a couple of points of UA.
One of the strongest gildings available in my opinion is the Bound Wool stuffing, offering the strongest buff to Marksmanship, an extra little boost to Con and no negative. This should be reduced to match the current UA and MC strength buffs.
Talking of Buttons and Rivets, the crafting buffs should be replaced with minor stat buffs, Smithing from Buttons should be Strength to compliment UA, Carpentry from Rivets should be reduced to a low tier boost and changed to Agility to compliment Melee.
Precious Details is pretty weird, Either Silver or Gold? Why would anyone use gold then? It is currently the only way to achieve Intelligence and Charisma boosts, these should be split into 2 Gildings, one using gold, one using silver. Gold offers Charisma, Silver offers intelligence. Both should be high-tier boosts perhaps with appropriate secondary boosts.
Lower tier intelligence gilding should be available using alternate resources, gold and silver are the playthings of a developed character, who arguably need an intelligence boost less than a early game character who can't raise their base as efficiently.