We have specifically been asked for feedback, but imho it has already been given in related threads. As fasr as I know, they are taking our views into accout.
Marjo, unoff. translation wrote:
[1]With regard to rewards, this (Ed. note: regarding this Phat lewt concern) is not our intention. With the rewards, we want new challenges for explorers, harvesters, achievers, hunters. The missions will allow us to
add new objects with new looks but you can have fun in the nest without taking any mission (ed note uh

).
No mission rewards have, at the time being, final stats. We don't want to be unfair / unloyal competition for craters, but we want them to be interesting enough. Your feedback is precious, (...) your needs and wishes (...) time to change (...) subsequent development (...)
giving devs opportunities to change things, within a limit
My views:
* It seems that the items are already implemented and added, only the stats are open, so this plea is limited. There will be "ready to use" dropped loot. It seems that the items are not directly "dropped" by kitin, but the "mob-drops-armor" is disguised by means of a more realistic NPC/ranger intermediate via a mission.
* Fortunately, they are considering the stats on the items, to precisely avoid what Rushin is fearing, which is a good thing (I'd rather let them think about it for a while, it also took them a long while to balance outpost rewards and the result was (at least for me) unsatisfactory).
* According to what I understood, some of the rewards will have new looks. this part is still unclear to me... If crafters can learn the same looks, it's a fair deal, we all win and crafters still can craft. If the looks are exclusive to "given/dropped" items, let me express my uttermost unhappiness, to be multiplied depending on the retained choice for the statistics. Given the time and dedication crafting requires, the grind and boredom it turns after lvl 150 and the absolute frustrating "pat in the back" after reaching 250 in one or more branches. But this is, of course, my view as a crafter.
All in all, "wait a see", I think there is room and opportunities for either a) an unpleasant frustrating surprise for crafters, delegating one or more craft branches into uselessness or b) a fair-balanced deal respecting a player based economy yet allowing players to be rewarded to some extent independently from crafters.
[!] (...) Avec le nid nous voulons renouveler les défis pour les explorateurs, récolteurs, accomplisseurs, chasseurs. Les missions vont nous permettre d'amener quelques objets avec une nouvelle apparence, mais vous pouvez vous amusez dans le nid sans prendre aucune mission (aucune des récompenses de mission n'on encore de stats définitives; nous ne voulons pas qu'elles représentent une concurrence déloyale aux artisans mais nous voulons quand même les rendre suffisamment intéressantes).
J'ajouterai que lire vos commentaires dans ce thread est particulièrement intéressant. Ces premiers retours sont précieux et nous indiquent si nos choix ont été les bons ou pas, et aussi si nos idées pour la suite du développement sont en adéquation avec vos attentes.
C'est bien pour ça que je publie des documents sur les features un peu conséquentes bien avant leur sortie, cela permet de donner suffisamment de marge de manoeuvre aux devs pour rectifier le tir si besoin est, dans une certaine mesure