I kind of feel the same, especially since we now already have
"Field Worker Tools" and
"Household Goods" (maybe to be renamed to
"Artisan Equipment").

People have
always been complaining about
"Goods" not being interesting enough other than being for cash ... and now they
refuse to make them more interesting ...
------------
The only real
reason not to implement it is that some players somehow are
afraid of every new features that adds a bit of complexity to the mod.
But if
"adding complexity" is really a problem than I could more or less
directly stop modding ... because the
huge majory of my features will do that ...
Actual Triangle Trade will add complexity ...
Upkeep and Taxation will add complexity ...
Logistics and Supply will add complexity ...
Social Progress System will add complexity ...
Combat Overhaul will add complexity ...
Connection and Distance to Capitol will add complexity ...
Religions of the New World will add complexity ...
....
------------
When people say
"micromanagement" they most of the time mean
"complexity".
And yeah,
you can turn
"complexity" into
"micromanagement" if you like.
But
you don't have to ... you can also just
"macro manage" it and take it relaxed.
------------
Since I want to create
new gameplay mechanics that is not possible without adding
new "gameplay rules".
And whenever
"new gameplay rules" are added, that makes the game
a bit more complex and also challenging.
So people need to be aware that if even just the
already accepted features will be implemented,
WTP will become more complex.
------------
Otherwise there is actually
very little need for me to argue about
this specific feature - the world does not end for me if it does not get
WTP core mod.

I can easily mod it into
my private modmod only since it is just XML. I
simply offered to share it with the rest of community but accept if it
does not want it.
The
WTP core mod is most of all the
"biggest common nominator" that
team and
community can
agree on - the
rest is simply left out ...