Any gameplay of the crafting system?
I can make some later, but basically everything is done with a bartering/trading system since there's no currency on the island. There's an NPC that exchanges items, and offers "rare" items like accessories and trinkets that increase affinity when given to other NPCs. It's different from most other JRPGs since there's no money, but it's also nice how almost every material I've found can either be exchanged or upgraded to the next tier. Exploring, fighting monsters on the field and finding harvest points feels great when you can instantly complete quests and purchase new items because of it.
I'm past the halfway point, and my biggest complaints just come from the remnants of it originally being a Vita game; lots of invisible walls that make little sense (the wall will block jumping off a certain part of elevation, but won't be there a few steps away) and loading zones. The pacing is also a bit off with cutscenes that end with player control, only for the player to run forward for a few seconds and get dumped in another cutscene. I find myself questioning why the player has control during these narrative-heavy sections as a result. It's nothing the nice cutscene skip feature won't fix, but it does get tiresome to gain and lose control of the characters several times in a few minutes. The load times are never more than 2-3 seconds long, and after thinking about it, removing the loading zones and invisible walls would have required a complete redesign of how the enemy and material respawns work. None of these things are dealbreakers, but when you have to go the long way around due to an invisible wall or get stuck in a long chain of cutscenes, it can become a nuisance.