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Cutting trees is hard, im going to whine about it taking less than one second for me to do it.
Simulations were never designed to be instant gratification machines.
Unfortunately I can't provide an ETA. I can say that the reason for the rework is that the system is very limited from a technical standpoint and doesn't support more in-depth design goals well. It's probably not news for anyone that for most talents there is a clear choice and that they're not very interesting.
Most of the current talents, including WIP ones, may not be part of the new system. Instead it is intended to provide ways around specializing further in professions (including such that have no selectable specialty, like transporting) by providing benefits around specific expertises of an specialty, while giving drawbacks for all other parts of it - e.g. one would get more efficient for specific parts of the job, but loose efficiency for all others. The choice of a talent is supposed to become an actual decision of thought and planning and always come with a drawback as well, but also support better economical gameplay with niches for players to specialize in, having less competition on servers where the specialty is common.
But white tiger isn't where y'all get your feedback/ideas, /wink.
As long as new perks don't make it too miserable for one person on the server to do everything they need to do if they're the only one, whatever I guess.
I understand that it is unfortunate that a few professions have diminished talent options, but that is pretty much the case for all others as well, as there is nearly always an obvious choice, which is another reason for why the talent system needs to change drastically. It unfortunately makes no sense to rework it twice just to add a talent that will be removed later on again.
Resources seem stretched very thin lately compared to a year or two ago if you check their codestream. It would be wise to temper your expectations going forward.