I recently walked a friend through starting the game, and I recently started a new character and took it through the growth periods. My first thought was "Jeeze it's really annoying that buttons don't start where they end". Finally unlocking painting for example lead to a couple days of annoyance where I'd accidentally click 1 button to the left of where I wanted to go based off muscle memory. Then the friend had an interesting complaint which paraphrased as "I don't know what to look for because I don't know what I can make". I feel like this is one of those "teachable moments" teachers always harp on, the game has an opportunity to guide people through the gameplay a little bit more intuitively via the crafting menu.
This lead me to two thoughts:
1) Icons should unlock in the spot they stay in permanently. This allows muscle memory re-inforcement to adjust players to the UI to set in sooner instead of needing to be readjusted notably as new materials are unlocked through the first weeks of play.
2) Icons that are potentially craftable but missing discoveries should exist in grayscale, and give hints/directions about discoveries missing to unlock them. This in a sense acts as a "natural tutorial" in that if people are curious about the buttons they can get hints on how to find out what the item is. At the same time, it keeps a bit of the mystery of discovery if desired by simply not explaining what the item is. Only that it exists and how to unlock the required discoveries.