Bots' impact is mostly the ability to detect and react - to changes in the immediate area (crops growing, animals being born or maturing, ovens or smelters finishing tasks) or to players passing by, attempting a siege, etc., and probably foraging some stuff which would anyway be little productive and of little to no use late-game.
None of these are anything that cannot be done by a (group of) player(s).
As long as there are no exploits (wall-jumping, desync, whatever), there is nothing to complain about, as it is quite easy to avoid any interaction with said "bad boy" bots.
We have custom clients, the game is open source, it will be possible to use bots. How many people are able to plug any logic into the game clients? Not many, and the involvement it takes justifies the results. Also, I doubt that bots induce any issues other than unfounded fear and/or jealousy. On the contrary - having someone(s) that bot and provide cheap high quality crops/materials/curios/foods/tools for trade is something nice, isn't it? They deliver progress and make the game easier for anyone that cares. It's also partly due to the "everyone will try to murder you on sight" paradigm that many guides support, which is also nice because it adds some thrill to the otherwise boring lonely hermit newb's life.
Devs have made great balancing for most of the game elements - e.g. botting one's way into a great continent-wide Realm provides bonuses to anyone in the area. This is proper addressing of such "issues", not policing advanced players.