The primary reasons for a world reset are:
Several iterations on core systems over the course of the present world has caused imbalances that can only be corrected through a world reset.
...so we made a shitton of new imbalances and broken mechanics, that obviously disbalance almost every possible game moment in first weeks.
We have built up a series of more or less invasive changes that we would like to make, but which do not lend themselves well to being done outside the context of a world reset.
...and these changes are? crop q limit is the only one change I can recall and that's a good candidate for the worst decision ever made title
Iteration on the map generator, especially as pertains to the early game conditions of the world.
...so we've just made exactly the same map generation, just with different shapes, not including any of the discussed ideas or fixed any issues
World resets are fun.
oh, okay, that's something really hard to argue with, just don't forget to write "are fun for us, devs"