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The issue, I think, is that this feels silly. The tools the player has fit the mechanics they play in, but those mechanics feel... pretty arcadey.
This is especially evident when building planes to transport timed goods. I'm basically slapping together a guided missile with drag chutes, which is not particularly interesting compared to actually flying a plane.
in terms of overall gameplay/game loop i find its fine for the most part. though i certainly don't feel like you make enough money and certain items should be tuned to take up less cargo space and instead just weigh more. I don't mind adding extra props/wings to a plane, but having to just add more storage gets kinda repetitive in a bad way.
The items are just arbitrary, same with the story. They are just a flavor text, a reason as to why you have to do those hauls. They are not meant to be realistic or representative and the numbers are just made up to create some challenge to a simple game about designing and tinkering with planes.
Same with food. You don't even have to have the perfect aircraft, there is lots of room for "creative designs". In other words the game is pretty easy, so if you are having trouble with it, you might lack some fundamental basics of the game (or aviation). The solution to that would be to seek help in forums or in form of guides, YT videos, etc..
I do feel the part about the wheels though. There should be some kind of UI element telling you at what percentage of your weight capacity you are, so have an indicator that your plane is bad BEFORE you arrive there. But then again, that is why the map is held relatively small.
But that is literally the purpose of the game, or it's core gameplay loop as you've called it. Design, test, redesign until it works. Until you come up with a way to "carry an entire forest".