The character development system is too dependent on WHEN (note, not how much) a person can play.
For example, two players, both playing 3 hours a day could have vastly differing rates of character progression because of when they play these 3 hours. If one of the players, because of other commitments/whatnot, plays 3 hours straight every day he will progress slower than the other player, who logs on 3 times for 1 hour each. They both will be able to complete the same number of tasks, make the same amount of food, and find the same number of curiosities. The only problem is, the player who cannot spread his time out, can only fill his mental inventory once, maybe twice a day depending on study time. The other player can fill it 3 times.
This was not a problem in the old LP system because tasks completed = LP gained. So basically the LP gain for 3 hours of play was a state function, no matter how those 3 hours were distributed throughout the day, the LP gained would be the same.
Therefore, the ability to place curiosities in a queue should be allowed. There should be an exponentially increasing cost to the attention required to do this though. For example, placing 1 dragon fly costs the normal 2 attention, placing 2 costs 4, placing 3 would cost 8, and so on. This would make it so you couldn't just queue 500000 cow cones and never play. It would help even out the difference between WHEN a player uses their play time, because, since the amount of curiosities produced in that time is constant, having to be on to place them is no longer as much of an issue.
Also, some players already bot placing curiosities or share accounts to increase their character's developments so this would reduce the need and benefits from doing that to some extent.