I came back to playing URW heavily again, with my last save dating years ago, back in good old version 3.51 or so. Back then, we had an important logical clarity that I took for granted and did not properly appreciate at the time: "OK, my crafting recipe calls for tying equipment, so do I have any? Right, got a cord from somewhere, will that work? Yes, works!". Same thing worked for ropes, and a player could think to themselves "hey how do I make these cords/ropes, is this even possible?" and easily discover the ubiquitous (at the time) URW abstraction of making all the tying equipment you need with 1lb of cloth. Since leather is also a kind of cloth, it intuitively made sense that you can make leather ropes with 1lb of that.
It was all logical, easy to hold in mind, and once you did it once, you know how to do it forever. That's the power of clarity.
Newest versions of URW have sought to improve the flexibility for players who prefer to live exclusively in the wilderness and may have no obvious sources for cloth, so many new options have been added, but has there been an unintended severe negative effect on player clarity and the logic of the game regarding the essential matter of tying equipment?
Consider what a new player may have to deal with nowadays: withes, cords, cotton/hemp/flax yarns, birchbark strips, leather ropes, strong tying equipments, weak tying equipments, generic ropes, retting, plant fibres, sinews, sinew fibers, sinew yarn... Have I even listed them all? I consider myself a veteran URW player and enjoyer, and that ... is difficult to hold in mind even for me, but consider too how an average new player feels when encountering this level of tying equipment complexity. Most modern players also have no linguistic idea what a "withe" or "retting" even are; their brain fails when seeing the word to paint a sufficient picture of what the game is trying to represent to them. So they may have no idea that they want to make a withe, or how one is made, or where it comes from.
Then there's the added complexity of certain tying equipment sources being seasonal, and the ever present question of "hmm, they have birch bark strips for sale, it has length, so is it a tying equpment or no?". After several hours of play, I still have no idea about most that myself, even as something of a veteran with a great "mental map" of how things work in URW, having come back fresh from the old versions. Back then it was pure elegance, "1lb cloth, that's what you need, and you'll have your tyng needs sorted", but the current state of things is a major mental shock. How is a player supposed to know whether a hemp yarn is water-safe, but cotton isn't? How can they intuitively know the difference between a cord, a sinew, a rope, and withe, and yarn for crafting a fur mittens? It's forcing frustrating trial and error for most players, for no good reason there...

Granted, one can always figure out even the most complex system with time. The problem is that someone who is away for a week from playing URW, will not be able to retain the confusing understanding of how things work now with tying equipment, owing to its overarching obscurity for most people's minds, it will be sure to slip away from their memories. And then you have to figure out all over, what was a "withe" again, or was it cotton that was water safe or hemp, or does sinew yarn work to make a small lever trap or did you need that other thingie...
My argument is that progress in tying equipment may have inadvertently gone too far. What do you guys think? This is something along the lines of "not all progress is actually improvement, not all rollbacks are bad, if you went ahead on the wrong path then going backwards is the true progress".
