Mass and encumbrance
Transportation is going to be implemented, right? As far as I know many users want to see massive transports like trains and ships. They would be very redundant if they are just for moving you around, it would be better if they transport larger amount of items than the players can carry. Player inventory could use less slots and number of items to encourage transport uses. It doesn't really make sense that both threads and stones stack up to 64 units so each type of item having different mass would be better in making your own interesting scheme of logistics combining transports because Items having mass naturally means that the characters and vehicles must have encumbrance as well.
Block and structural integrity
Structures floating in the sky is not really in tune with the survival aspect of this game. Predators running in circle while you take a break on a plank over their head would look really silly and make animals far less dangerous. Getting over to the other side of a high place just by placing weak, thin planks all the way there without breaking them isn't fun either. Giving structures the kind of mechanism that 7 days to die has would make the structures and game experience more realistic. Planks and beams should also be able to be made of different materials than wood to give them varying durability and sound when stepping on.
Blueprint resources
It doesn't make sense that no matter how big or small the blueprinted structure is, it all costs the same in a game of labor and survival. How about if you place a blueprint, the shade is there but you have to get the right resources to complete and make it tangible like in The Forest. You could also opt to just use gold ingot instead but different number of gold ingots for different number of items used for the blueprint.
More interactive crafting
I'd like to have the ultimate blacksmith experience by actually smashing ingots on the anvil with a hammer(To do it consistently, give tools durability too!). For that, a forge as well.
Seasons, temperature needs, food spoiling