Appreciate the feed back.
Yes, the mod is definitely overturned for being just a supplemental thing to game play.
I think the route I go is something like you suggested but ask the player at the start what experience they want, so this version would still be there and the values then tweaked for balanced play and not god made play.
I think I like a mix/match of gating some skills behind a certain levels, as of now you can get the powerful skills really early on. I think this will take time to understand the level curve and what stage of the game someone is likely to be at.
Productivity: This is going to take some time to fine tune, it was only a few patches that I reworked that particular tree as it was flavourless before. I agree, the bonus being the same across all is too much. I think it will be at each stage it will add x% to each item unlocked at the time. So gears would naturally get more and later on items less due to being unlocked for less time.
Perks synergy: 100% I don't really want to go the way of exclusive skills/skill trees, but work on how they interact.
Cheaty: Yep, thats why for now I will leave the cheat tag on for now. I had started working on being able to change a lot of the levers to reduce bonuses, this opened a can of worms with different bugs so I shelved it.
LoneWolf: I am also a fan of this now it is fixed and more responsive, please note the settings if you have UPS issues. There will be more skills like this added, I just need to think of them, have a suggestion or get an idea from another mod.
I am taking a bit of time to enjoy playing the game for now so only working on minor fixes, a week or so an I will probably have something a bit more substantial out. Large scale changes will come in 2.0, so they'll be a few more smaller increments.
Really appreciate the feedback, there are some bits in there that could probably get done quite quickly.