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You want to advance the aspects and skills matching your journal.
Try to get an odd # of soul cards. For example four base-level Wist cards can be upgraded to ++Wist, but you can't use that one card to recruit Mr. Kille and boost his Winter stat.
The crafting can be worked around, but you can keep one of the 'Inks of ...' skills at 3 so you can make Stargall and Yewgall ink without other elements overriding the recipe. Someone else made a post about it with some suggestions.
The real problem, that I'm not sure anyone has worked out yet, is that the skill tree is incredibly restrictive when it comes to correct placement for soul upgrades. I'm making tables for it now, but what I've seen really isn't good. For example: the ONLY way to get an upgrade from the Garden Practice Dummy is if you have Disciplines of the Hammer committed to Illumination. No other skill will work. I don't really have any advice for this beyond checking you can use a skill for an upgrade before you commit it.
It doesn't matter how many combinations can upgrade at a specific location. If Disciplines of the Hammer is the only Edge/Scale/Heart/Winter skill that can be assigned to Illumination and also gives Mettle instead of Phost, that's perfectly OK.
I've heard that there are combinations that can't be upgraded at any station, but even that isn't a real problem. You can get a *lot* of soul elements, and you can finish the game without upgrading your soul elements at all.
So the good news is, you'll get some boosts eventually regardless. The bad news is, you could RNG yourself into a slog if you haven't been careful with committing skills and you're short of the +1 you need to continue.
And no, you don't need the upgrades, but it's also more difficult to unlock rooms than it is to read because with reading you can attempt it with a lower skill than required.
Also, reading doesn't help you unlock rooms after a certain point (i.e. once you have the crafting skill for the booster you need), which is why I think a lot of people feel like they've been walled and they're twiddling their thumbs hoping for the right unusual helper / weather combination. The extra +1/+2 from having a boosted soul helps a lot, especially on weird elements that are hard to get.
If you want to whinge about something being hard to upgrade, whinge about Bosk. Although that's probably by design.
There will probably be moments where you say "oh I wish I would have done that differently" but that's part of the game, and the only way to completely avoid that is to have several spreadsheets and massive spoilers.
Basically just go with it and don't read the forums too much, there were a lot of early freakouts that turned out to be nothing.
Remember that producing a fully upgraded soul requires 4 base souls and 3 skills placed in "valid" locations. That means you can place almost 25% of skills incorrectly and still upgrade everything. If you're correct and it's only possible to place 33% incorrectly, then it's harder to completely brick yourself than it seems.
(There are a few souls you get from sources other than placing skills; if you end up with a pair of those and want to upgrade them, the placement is more restrictive, hence "almost 25%". I'm not sure you're supposed to upgrade those, though, since ofc they inherently lack associated skills.)
Of course, you can still make things painful for yourself by having to wait longer for upgrades than you otherwise would. And I'd still prefer that they introduce enough additional upgrade paths to reduce that 33% to below 25% so bricking yourself is impossible - it's just too feelbad and doesn't fit the "explore and do things your way" feel of the game.
Quick correction: Souls go up to +++, which requires 8 base souls and 7 skills placed in "valid" locations. However, going that far is absolutely not necessary to beat the game, even with that particular aspect, so in the long run it really doesn't matter.
I do hope the developers fix the underlying issue, anyway. It doesn't fit the game's design for skill placement to be that rigid or to have irreconcilable "wrong" choices when placing them. The fact that it's not necessary to beat the game isn't really the point - the game is designed to encourage exploration, and the tree of knowledge is presented as being a way for you to express your own thoughts about where skills belong.
It shouldn't have any clear-cut "right" or "wrong" assignments at all, fullstop. This isn't that sort of game.
Now that is relevant information. :) But you may want to run a recipe through some workstations that look wrong. A few were patched, but don't update until you use them once.
For the majority of play, it does not really matter. There are definitely optimal strats, but this game is not designed to require optimal strats, so as long as you make some "good" decisions, you'll be fine.
So here's what you do. Pick SEVEN skills, that between them have all THIRTEEN aspects. Six of those skills each bring two aspects to the table, and the seventh should just be a single aspect from the higher stat.
My "build" for skills is simply:
Resurgences & Emergences (Grail/Moth)
Serpents & Venoms (Moon/Scale)
Purifications & Exaltations (Sky/Lantern)
Preliminal Meter (Rose/Knock)
Ragged Cross (Winter/Edge)
Spices & Savors (Nectar/Forge)
and Weaving & Knotworking (Heart)
These seven skills ARE NOT OPTIMAL. I really want to emphasize that there are "better" choices to be made. However, because there are in fact so many books and so many lessons in the game, you will be able to make "mistakes" (which really just means sub-optimal plays) and be more than fine.
Having seven high leveled skills to cover every aspect will let you read a lot more books and a lot more difficult ones. They will also let you cheaply start producing ingredients and memories to explore more of the house (Notably, Weaving & Knotworking can be used to make Perhibiate Ink, which is a quite nice boost. Being able to produce that ink without spending any "real" resources is great.)
For the record, I have a personal database (I haven't been taking from or adding to anyone else's resources on this, because I enjoy making my own), and I know of 63 distinct skills and 157 books. You will not, in practice, find yourself running out of either.
edit: found one hiding in a workstation