Tedium is a symptom, and never a root cause.
Dictionary.com wrote:tedium [ tee-dee-uhm ]
noun
the quality or state of being wearisome; irksomeness; tediousness.
Dictionary.com wrote:tedious [ tee-dee-uhs, tee-juhs ]
adjective
1. marked by monotony or tedium; long and tiresome: tedious tasks; a tedious journey.
Any activity can be
tedium once the player stops enjoying it. Conversely, any activity can remain fun no matter how repetitive it is. I never hear FPS players complain about how tedious clicking heads is, even though that's like 50% of what you're doing in those games. Dress it up well enough, and tedious activities become fun. This means the problem is never
tedium, but rather whatever causes the player to
perceive the activity as tedium (and that will vary per tedious activity; it's a broader discussion that can't be distilled down to a single catchy statement).
As for simplifying the game, I don't think this is a core problem. As you yourself point out, people enjoy the complexity. The only core problem related to this that I see is that certain non-optional gameplay elements are unintuitive and not adequately explained by the game to make up for that, with the combat system recently having been a notable example of such an aspect. This could be solved either by simplifying the system or giving better opportunities to learn about its workings...but this has already been discussed extensively and the devs are very much aware of this issue.
AriZona wrote:Curious: 50% of curious is unusable, unless some items are requested quests. Imaging the time and effort needed to develop a character for a casual player to get mammoth tusks.. and study ivory figurines. Or, Suntheathers for example - ridiculous XP costs for items that can be of interest for early players by materials used; but these are useless bc of XP cost. Other weird curious like cave battery, etc. In my experience nobody used them ever as curious.
I strongly disagree with this part. In stark contrast to the food system, the curio system does not punish the player for studying the 'wrong' curios. You'll have suboptimal LP gain, sure, and you may spend more XP than is necessary, but it does not cascade into a lasting disadvantage; you could abruptly switch from mediocre curios to top-tier curios, and immediately you would have top tier LP gain. This means there is no harm in studying suboptimal curios; you are merely wasting the potential for even greater yields. This, in turn, means that any curio can be viable if your standards are low enough. As you find yourself running out of good curios, you will naturally start studying lesser curios, which are still a lot better than leaving the slot empty. (Again, contrast with the food system, where eating garbage food is actively harmful and you're better off not eating anything.)
In addition, curios can have different value in different situations, which in my opinion is great design. You complain that some curios are worthless because of XP cost, but I think it's a good thing that some curios provide above-average LP gain at the cost of extra XP, so that they are worthless if you are low on XP but are great if you have plenty of XP to waste. Similarly, many people consider curios with long study times to be bad, but they're just what you need if you don't want to swap curios often; they provide set-and-forget convenience at the cost of reduced LP gain.
Another thing I find great about the curio system is that because you are always running out of curios and will have to settle for whatever is available,
different curio recipes have different value depending on your situation. They're a fantastic resource sink. Have plenty of feathers? Make Feather Trinkets or Feather Dusters. Found high-quality Feldspar you don't have a better use for? Combine it with okay-quality clay and stone for Crude Idols. Decent Acre Clay near you? Toy Chariots can be nice if you're short on Attention. Nearly every curio can be viable given the right circumstances.