Really, curios/inspirationals don't make sense? So you would say you haven't learned anything from building lego houses as a child? Playing is *the* method of learning IRL, so I really don't see how it's so hard to swallow learning from toys in a game.
And Salem is everything but realistic. It's eventually going to have broom-flying witches and it already has braziers which magically knock you out when you walk on claims. But the biggest break from reality is definitely the scope of character advancement, because IRL you will *never* increase your strength 100-fold, no matter how much you practice. And what do you know, virtually every RPG ever breaks realism on this one.
Using items rather than actions for character advancement fits Salem's tagline - The Crafting MMO - perfectly. The game is supposed to be about building and improving your infrastructure, and you have to make character development depend on it to do so. If it's just actions, why would you ever bother with improving quality of your stuff when the optimal strategy is to just grind away on whatever gives the most experience? Which reminds me of a major flaw in Salem's design - it actually encourages using just one type of inspirational to fill a bar rather than a balanced "diet", but that's bound to change.
And yes, it is quite bad that your only options for getting started are chestnuts and smooth stones. Why do you think I repeated so many times before the beta started that the game is currently content-poor and will make most people disappointed?