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For most books just being able to hit 10 aspect is good enough to unlock most of what you want to do.
On assistants that extra 1-3 is just 30 seconds off the talk when you're not giving them an item. It's not going to break open rooms that weren't already in range.
Then there is the fact that every evolved soul is one less action you have available during the day. You'll find most of your time near the end is occupied by getting enough souls to upgrade your skill to 8/9 which means you need a lot of actions to fetch those memories.
Overall upgrading souls is a niche system to help those who struggle with the other aspects of the game but is completely not needed once you have a grasp of those other aspects.
Evolving soul cards is completely optional. Every victory condition can be achieved comfortably without even evolving a single card. Evolving soul cards gives you +3 to the respective aspect in the best case compared to the basic card (and that comes at the cost of losing 7 basic soul cards and isn't worth it in my opinion, getting a ++ card and keeping 4 basic ones is much more useful). Almost everything else scales higher when it comes to unlocking rooms and mastering books: you can get +6 from memories, +8 from leveling up skills, +6 from crafting tools, +6 from crafting beverages, +4 from crafting food, +7 from inks ... you can easily reach aspect values of 20 and more without evolving a single card, and you don't need more than 16 for unlocking rooms, or more than 18 for reading books (except for one book, which also doesn't pose an insurmountable hurdle).
For some reason, some people don't seem to trust the message that tells them right at the start that "this is not a punishing game", and worry way too much about things that only matter when you suffer from FOMO or from compulsive min/maxing - both of which tend to be detrimental to enjoying this game and are best dropped.
The mistake that is usually made, is overestimating the importance of soul card evolutions, and underestimating the huge amount of options that crafting items and re-reading books gives you.
I think the Wisdoms and related mechanics currently present themselves as being more important to the game than they are. As long as you've gotten at least one of every soul element, you can relax about the Wisdoms. Also, remember that since Evolve is combining cards, you should have more skills attuned to any given soul element than instances where you actually need to evolve.
But how do you guys think I should choose which skill to commit where - from now on - knowing that - but not knowing all ultimately available workstations?
(I kind of suspected it will be like that...)
Random?
Yeah common why don t we play poker with random cards?
Or Puzzle with random tiles where some don t fit...
Why?
Again, why worry about potential future limitations that do not matter?
You'll probably make some assignments that work really well, and some that don't, but even if you do the mathematically "worst" assignments possible throughout the entire game, you'll still be able to achieve a major victory. So why worry?
I would also perhaps prefer picking cases where the Skill and Soul card share an aspect. I think there's a better chance of finding a station that accepts both of them that way, although I think you're right about Hill & Hollow, which seems like it must be some kind of oversight on the dev's part. I may have missed a station, though.
Personally, I honestly just went with the flavor text. My character wanted Illumination, I personally liked the theme of Nyctodromy, so I generally chose those two when available, or otherwise went by the little variations in the lore blurbs (If you haven't noticed, the text is slightly different based on which Wisdom you commit it to).
Regarding the skills:
out of the 73 skills (including language) you can acquire; 3 have no evolve options, 25 have one and for the 45 remaining ones both options work...