I appreciate that that the devs are adding depth and flavor to the systems however 1,000 grades per ore in my opinion is a net negative. I understand that the intent of the implementation is to build friction and excitement to the loop and to give players freedom to express their own flair and style however those gains introduce some negatives and in my opinion the system is too complex for that gain. My preference would be to keep it similar to the real world have a few grades of iron like grey iron, white iron, malleable and compacted. 4-5 grades would be plenty. The issue with 1,000 grades in my view is as follows ;- 1) Game performance. Having 1,000 grades x 20 ores x Y number of crafted components is a fairly heavy tech debt of persistence memory to hold. I dont think its worth it. 5 grades x 25 ores is more manageable. I would rather the game servers focus on player to player sync rather than a bloated persistence inventory manager. 2) Dead Ore. People likely won't bother mining anything under 500. You can spend hours and hours trying to get 800+ ore. While this adds tension to the game loop (good) its punishing as hell. 3) GUI bloat. I dont think it makes sense to scroll through 25,000 different ores and refined products. The original 25 in stackable piles is much more user friendly. While the concept of the system is good the implementation in my view is problematic.