I thought and figured out what my problem with the game's development is:
They've focused too much on exploration and adventuring. Maybe that sounds absurd, but that's the best way I can put it. Survival mode has taken a direction where you are subtly encouraged to move around rather than, or in addition to, having a permanent base, and to prioritize bland dungeoneering over exploring the overworld.
In addition to hard-set mechanics like mobs getting harder as you stay in an area longer, many useful resources are locked away in dungeons, the Nether, the End, or rare biomes, and usually arbitrarily. Like, giving things like records or rare crafting materials as dungeon rewards is reasonable, but so many things (horse armor, mossy cobblestone, frickin' emeralds) are arbitrarily impossible to find outside of where the devs want you to find them.
In alpha and most of beta, building the coolest base could be done with the resources from a local area, with maybe a few expeditions to other dimensions or far-off biomes to find the rarest materials, and you could generally forego them anyway. With some of the post-gold updates it feels like majority of new content is inaccessible without traveling to the farthest land conquered by the heart of man and battling new enemies of serially-escalating difficulty.
On one hand, it's good to have a true endgame, something that a lot of open/sandbox games fail at. On the other hand, players shouldn't have to go through it all to "win" survival mode on their own terms, or experience something new. I really think this is part of why I don't do survival: five years ago, I bought a Lego simulator with the expectation that I would wind up with a city-builder/fantasy life sim thing. Five years later, the Lego simulation (i.e. Creative) is stronger than ever, while the city-building life sim has given way to an RPG with destructible terrain.