I'm not liking the complexity and confusion associated with having multiple reactions and forge trees for different variants of voidshard. The numbers on voidshard are going to be tweaked in the near future - specifically weight and syndrome durations.
Voidshard is currently a bit lighter than intended, coming in slightly lighter than mithril. It will likely be moved to be a midpoint between damascus steel and mithril in terms of weight. This will make blunt voidshard weapons a bit more effective. Its statistical comparison to damascus steel is a bit complex. It's about a 20% better armor material, but holds a much sharper edge. In testing, it slightly outperforms damascus steel as an armor material, but these effects are difficult to quantify.
My concern here is that I'm throwing a lot of time and attention at something that I'm not fundamentally convinced is broken. I could go in and add new variants of voidshard or play with the furnace operator job permissions, but I'm not convinced that the end result will be any better than what I've already got. The question is, how worthwhile is the complexity of these proposed changes to the game experience? Is it better to have an advanced race that has access to an exclusive material, but does not use it exclusively (current version), or is it better to force them to only use exclusive materials and weave complex and confusing webs of reactions to prevent the player from obtaining too much of it too fast? All in all, I feel like it's kind of a moot point, because voidshard is already outmatched by adamantine, so further efforts to complicate its acquisition are unnecessary.
From my perspective, I'm leaning a bit towards leaving things the way they are (aside from the slight voidshard stat tweaks). There are all sorts of reasons I can imagine why the voidwalkers would not use voidshard exclusively, especially considering that nothing is really revealed in the lore files about how voidshard is obtained. Perhaps even the voidwalkers cannot drum up unlimited reserves of the stuff, and so are forced to rely on strong but otherwise "primitive" alloys to round out their arsenals.
I don't currently feel that the proposed changes add enough to the immersion value of the game to warrant the added development time and complexity. By all means, I welcome new ideas, but that's my current perspective on it. I will go ahead and try tweaking reaction labors and furnace operator permissions to see what happens in the interim - at the very least, that's information that could be useful to other modders.
EDIT: It seems that the tweak to the furnace operator labor and custom reactions is something darkflagrance has already tested and employed in Fortress Defense. It *should* be possible to force the voidwalkers to only use voidshard for their metal equipment. The question of whether or not they should is another matter entirely, and is something I'll give some more thought to.