Often, I would want to advance in one skill set, but have to go back and raise another so I could get a crucial ingredient totally unrelated to the skillset I was focusing on
This is meant to require players to work together with others. You can't be a mason without a carpenter in your world. You can't be a smith without a mason, and so on. This is to force you to cooperate or trade with other players to get things done. One of my servers actually has a 5 skill cap, so you must work together.
I have ideas about the skill trees too
Yes, they are working on it and it needs much more work. They removed the construction from the skill tree and gave it to everyone for free. They also need to work on making specs such as paper milling and fertilizers more useful. Currently those trees are pointless. There are also some skills that have benefits that unlock nothing beyond level 2 but still go to level 5.
I have seen the devs mention that the tailings from the Blast Furnace will be changed into Slag eventually. I don't know how that will impact the storage, but we also have the ability to change settings on our servers. I am currently looking at increasing the effects of pollution on my low-rate long term server. You can monitor the issue through your map with the "group pollution" and "air pollution" layers. You can also check the stats tab. (I think G button). To reverse the effect of all your stuff dying from tailings, simply bury them deep down in a stockpile surrounded in stone in the ground. We store our tailings in the mason's stone mine.
The world Generator is a little difficult to operate, but you may want to generate a world with a max slopes setting of 3.0. This will give you more rolling hills. Talk to people on the official discord for more information about world genning, but I have heard that the world generator will be revamped in one of the coming updates.
The world is hard to walk about. The crags and ravines are sickening. But you don't need ramps in the world gen, you can walk up 1x tall blocks. Buuut. One of the biggest and most popular challenges of this game is getting a robust road network and road-building group to expand your roadways as more vehicles come online.
I have heard that a WAILA (What am I looking at?) like feature is being worked on by the devs. This should tell you what your cursor is aiming at. The plant trash should decompose after about 24 hours IRL (if you play single player, you gotta keep the world running). The solid waste will turn into trash blocks and can be handled like tailings. We usually have a trash guy who gets paid by the government to handle it. I don't know what you mean about guesswork though, you can use the tooltips for information.
In order to know when your crops are ready to harvest, you must buy/make a soil sampler. Fertlizers are almost useless atm, but it's necessary to get it to make soil samplers. I suggest making a bunch, selling them and dropping the Fertlizer skill. Everyone should have a soil sampler. It tells you when your crops are done, when the trees are fully grown(They give the most seeds this way) and smiths can use them to report the pollution in their immediate area without using the map.
Yes, you should be able to shop the lower limbs of a tree of, say to allow the flow of road traffic. Unfortunately, that needs worked on. The addition of the chainsaw was amazing, but still Woodcutting needs a log of work. I suggest going to the official website, the account section, and voting on the roadmap.
Right now, math is essential to the game. You need to calculate blocks used. You need to think about your efficiency levels. You need to think about what it costs you to make an item, even down to the calorie cost in food. You need to calculate what one player should be selling items at with their efficiency level so you do not over pay. You can get by without, but if you have self-admittedly poor math skills I suggest setting up a google spreadsheet with easy enter data to calculate things for you so you don't need to. I hope they add calculation tools into the game! They are fortunately adding a lot to the tooltips already.
What version are you playing on? 7.6.3 is what my servers are running, and we no longer have deeds. They have been replaced with "Real Estate Table".
Suggest items like your bed idea separate than long rants like this. That is a good idea. Make sure they see that. Perhaps sleeping in a bed reduces the amount of calories you burn when you log out. I suggested that latrines produce waste, and you must remove the waste like air pollution in order to keep getting points from your bathroom.
This game is 100% player run. In order to have a store, you need a player to run it. You can't buy things from your own store, so even an admin store will do nothing. You need to have a friend join your game, and you can spawn in items with admin commands, and have him set up a store where he can buy items. On my servers I sell items in an admin shop that cannot be obtained such as fir seeds and claim papers.
All of your complaints have led me to conclude that there should be a single player mode added to the game as soon as it's plausible. Time flow should be calculated while the server is off in single player mode(turn your single player world on, and it calculates what happened while it was off). The shop generation command should have a bot option so you can buy things on simple player. Perhaps a dummy player to give your shop properties to like an "npc".
Fortunately, there is something you can do. In the Ecosim file in the config folder, you can change the growth rate of your plants to grow much faster if you are on a single player world that isn't online.
I hope you find a good world with lots of helpful people to play on! This game is nearly unplayable alone. Enjoy!