I would have gone with "levitating mammals" as the biggest problem in that picture. ;)
On a serious note, a big salute for compiling that giant bug list. I wish my users would do that for the software I make.
What I'd like to change to is some kind of stockpile system, where you stack materials in the building, or a connected building, so if you want to get 10,000 logs in a room for some mega crafting you'll need to make a gigantic warehouse for it first.
I'm suddenly reminded of log and ingot stacking from Terrafirmacraft: you could stack these items anywhere without designating a storage area first. (ingot stack pic)
Open both benches at the same time and drag directly from bench to bench.
Further to my last, a player-to-player credit mechanism would be useful. Consider this scenario: I am about to join the dev server which is a few days in already. The first thing I'm going to do is ask someone to give me scrolls and a cart so I can make a meaningful contribution (and I'll promise to return favors when I am able). Without doing that, I will be wasting the world's resources replicating skills and buildings that have already been done. A formal player-to-player credit mechanism would facilitate this and make trading easier.
And such a mechanism could be extended to form a whole financial industry. Interest, corporations, bankers, businessmen...
I agree that trading is kind of useless in the early game. It does look like actually currency arrives later in the game, but one could still use a currency for valuation before that. For example I set up a store and I assign values to all the items that I am interested in buying and selling, and then designate what I'll actually buy and sell. So someone could come to my store to buy wood and pay in meat, stone, or sand without having to set up all those trades. Then when physical currency is invented, people can just pay in hard currency instead of materials.
I've seen this sort of mentioned before, but when setting up your store it would be super helpful have a list of what other stores offer, their valuations, and their physical location in relation to you. Also, it would be helpful to set prices relative to the global average. If you are selling raw materials in the middle of town, you might sell for average+10%. If you are selling the boonies, they might go for average-10%. One could get on with work instead always watching market prices.
Having to craft ramps at a workbench is, well, silly. How about this for in-situ ramp building: At the ramp site form a crude block ramp consisting of 2 adjacent 2x2 block road sections that differ in elevation by 1 (a "road stair"). Next, right click the formation with the tamper, and poof... it turns into a ramp. Messed up? Right click again to turn it back into flat road blocks that you can adjust.
For number 2, did you keep a movement key pressed? I've observed that when changing directions on ramps (forwards to backwards or vice-versa) the game gets mixed up and accelerates you the wrong way. The work around is to let go of all keys and let yourself come to a stop before moving again.
Additional cart issues:
The cart sometimes bounces really hard and goes flying when exiting.
Player falls through the world when exiting the cart near a cavern wall.
Some quick notes from my experiences:
catto strip color. Unfortunately this also ruins formatting, but at least you can see all the text.
mono ./EcoServer.exe -nogui | cat
nix-shell -p mono58 mono ./EcoServer.exe -nogui