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It ends up working well for me because now I'm at the phase where I'm trying to grow specific flora (i.e. Hima's Cradle in Arid ecosystem to farm clay), so I'm regularly "freeing up space" to plant seeds. Turns out, cutting down trees is typically the lowest Amity cost + lowest tool hit way to do that.
Yeah that one threw me for a loop too... Maybe coal is their way of representing "powering" the activity?
Personally I would have went with something like tool + food in order to represent a villager doing it in the background (give them the tool and the food for work).
However, my main issue is that if you take into consideration the materials for the tool + coal and think about how you need all that just to get 3 clay in 10 minutes, it just doesn't really seem worth it unless you have extra coal laying around and near-broken stone shovels you save just for that (which I started doing since I have the inventory space for it).
I think the issue would probably smooth out if they reassessed number of hits vs. final resource amount and adjusted based on the rarity color coding. For example, hitting a clay mound two times for 1-2 clay should be more like 2-4 clay. Cutting down any tree that's not "dead" should be at a minimum 2 resin guaranteed unless it's a tree for a special resource with a similar principle for thatch when it comes to the dead and living grasses.
They can probably keep epic rarity where it's at, but there seem to be a handful of common/uncommon resources (perhaps some rare) that should have increased yields, especially those that require 5-10 hits to harvest the node.