So it is no secret that some items in Don't Starve Together are not used as often as they should are just straight up out classed by other items or mechanics. The progression of equipment in the items of this game is a bit wonky to same the least. For a few items it makes sense, like Torches and Lanterns. Lanterns are better in every aspect compared to the Torch (except in burning potential) and you need to have 2nd tier science to make a valuable item like this. On the other hand you have the Log Suit and Marble Suit. Log Suit can easily be gotten using logs and Rope and protect against 80% of a attack. The Marble Suit has higher durability and protection (95%) then the Log Suit but slows you down. You would think the Marble Suit would be used more because it has higher stats, but that isn't the case. The Log Suit is generally preferred because the it doesn't slow you down and the materials aren't as tedious/are more useful then the Marble Suit. This isn't a complaint on hoe combat should be changed, but rather on how items can and will be preferred even if they are statistically inferior then the other (this is also just a logistical sinarieo and not a experienced one) because of factors like "Time required to make to Payoff, General Usability, and Construction Cost".
Weapons: Most weapons are under used because the Hambat and Dark Sword are so easily available and so effective. Weapons like spears, cork bats, and battle spears are simply over shadowed (heh) by the fact that Hambats are so easy to get with a simple pig farm and Dark Swords just are simply the effective battle weapon and very efficient to craft as a single tree guards can give you the components for 6 Dark Swords. Other weapons provide interesting dynamics like the Morning Star's electrical properties, the Blow darts use of resource gathering for best DPS, The Bat Bat for it's use of healing you when you attack the enemy, Glass Cutter's high damage but fragile body makes it so that it offers a safer alternative to the Dark Sword, and The Thulucite Club's method of speeding up the player while also being actually good at fighting. The problem is that these rare and unique weapons are either a) too situational, b) too expensive for their cost, and c) the materials that they used can be better used in other areas. Rarer weapons should have more damage or abilities to counteract the more abundant ones, but thats not what we have. Dark Swords are simply to easy to mass produce and them being the highest damaging weapon doesn't help. Hambats also aren't on their way out because 10 days worth of durability in not match by any weapon or tool that literally can't be broken. A way to rebalence them it to simply swap the Dark Sword damage with The Thulucite Clubs and reduce the damage to 51 at the start but also having a lower damage/spoilage rate (I think of it similar to how Wx's gears in DST needed to end up in the same result but also get their slower). Swapping the Thulucite Clubs damage with the Dark Sword will make the Dark Sword as a decent weapon but give more importance to the Thulucite Club and The Glass Cutter as they are the highest damage dealers in the game and gives more importance and meaning to the weapons as they feel more like rewards the alternatives. The other ones might be fixed by having their costs reduced or their effect buffed like higher regen on the Bat Bat or higher electrical modifier on the morning star.
Armor: The armor in game really aren't that area of the game where you get much verity as much of it is simply "armor that is abundant but can have less hp or reduction for all these effects" or "we have annoying or limited materials to craft us but we give you the your money's worth, maybe". The problem is that armors like the Marble Suit and Night Armor are items that have the 2nd highest protection in the game, but are seen as less important by people when you have to go out of your way to get these materials for armors that don't do anything more then protect you for a few more hit points. The reason why Thulucite is used is because the amount of it the ruins and the amount of durability each piece has really makes it good for armor for both bosses and normal everyday use and they even give special benefits when you use them, when compared to the others. The solution is to make these newer and more expesive armors more appealing so that more people can use them without feeling like they are being held back. this can simply be done by reducing the cost of the Night Armor and reducing the speed penalty from the Marble Suit.
Staves & Amulets: While a majority of amulets and staves are fine, a few are...underwhelming. The fire staff is a easy example as all it does is light stuff on fire. That's it. This Staff is what a torch can do for a massively higher time and resource cost. There aren't even that many situations where it can be useful besides like maybe lighting gunpowder and lighting a few snurtle dens if you want those items. The current iteration of this staff leaves much to be desired. The Chilled Amulet is also sort of useful but only specific situations. The chilled amulet just cools you down, albeit at a absurd rate but that's it. It doesn't provide the planning or forethought like the other amulets and doesn't have any use outside of summer. It fulfills it's purpose fine, but it's still lacking. Finally, the Lazy Forger. The Lazy Forger is a great concept on paper, but its also underwhelming in practice. It picks up items instantly and puts them into your inventory instantly for 225 items. The problems are a) your inventory will quickly be filled up with random crap if you wander near something like your base or a deciduous forest or event a meteor site, b) the cost is a bit too high for something you can do within seconds with your bare hands. That isn't to say that isn't worth anything, it has it uses like picking up a lot of a handful of items and can be useful for picking stuff up from dangerous situations. but it isn't something that i would immediately craft with out a specific purpose for it. A few suggestions are 1) Add a magic attack to the fire staff with a alternative Lighting option. The fire would deal 50 damage without the possibility of being reduced or improved with modifiers, with a 5% of lighting the enemy on fire. lighting would just be the standard fire staff but adding a attack to it. This would make it feel less like of a long range torch and more of a actual weapon. 2) Have the Chilled amulet be changed to a more overall amulet with it making you reach the temperature of 35 degrees in any situation. This would give it more of a general use and would allow you to use it more situations then maintaining temperature while fishing in the oasis. 3) The Lazy Forger is fine, it just needs increased range and maybe make it cheaper? It just needs more apparent uses.
Tools: Tools are weird In DST because they are essentially the building blocks you have to mold the world how ever you want, and a proper artist needs proper tools. There are 2 in particular that really aren't all that useful when you consider everything about them. The Moon Glass Axe and the Pick/Axe. The MGA is a axe with a 2.5 efficiency modifier but with only 80 uses. It is also made at the Lunar Island so there is that. The problem isn't that the item is particularly bad, its actually a really easy but effective design of fast but fragile, it's that the resources and time to get it don't make it equal a good result. The sheer time it takes to get to the lunar island, never mind mining the boulders and making the alter, is too much of a serious time sink for a axe to be useful. The Pick/Axe is essentially a pickaxe and a normal axe in one tool with a 20% efficiency boost. The problem is that in order to make it, you need to make both a axe and pickaxe, which means that you just use the axe and pickaxe separately then wasting time to combine the 2. There isn't even a way to truly fix them without them being broken as the idea of the ancient tools are simply out classed by gold ones. As @Electroely put in a thread, Gold is simply much too abundant to consider any other tool. Why go to a island to make a axe when you can just as easily make some axes out of your tsunami of gold? (Not related but why is Klei correcting axe and pickaxe so much?)
So criticize me, call my idea manure, call my writing to complicated and wordy, but the main point of this thread is too shed light on how certain items are restricted in use or are out preformed by others and how they can be rebalenced to make them more useful/rewarding. Everyone have a Good night, Morning, afternoon, and evening and thanks for reading and replying.