I've been playing Glitch for a little over two weeks so far, and have the following observations/ideas/suggstions.
First, I suspect Tiny Speck needs to rework their revenue process. It's not enough to for people to want to play Glitch, they must also want to pay. Without a solid recurring revenue stream, Glitch will eventually disappear. Unfortunately, I don't think that cosmetic items alone will be enough. Maybe make home ownership only available to subscribers.
Second, people need to continue to want to play. For me a big reason to play are quests and achievements. Unfortunately, while I had lots of quests to work on when I first started playing, now I may not have a quest to work on. It should be possible to create semi-random quests for each player, based upon their skills, places they've been (and haven't been), achievements accomplished (and not), stuff not done recently, etc.
Speaking of skills - every skill (beyond the initial skills) should have an achievement prerequisite. It shouldn't be possible to learn Mining 2 without the OK Hewer achievement or Mining 3 without the Creditable Delver achievement. (Yes, some of this exist for many of the food skills, but it's not universal.) Learning a skill should also automatically trigger a quest to use that skill (again, this exists, but not always). (Note: Smelting has level 2 as a pre-req, but it has Refining 1 as pre-req which has Mining 1 and Element Handling 1 as pre-reqs, both which are level 3 skills.)
Skill learning time should also be at game time when the person is playing (i.e. 4 times faster), although this would only be a really good idea if there was a relationship between revenue and play time (whereas currently there's more of a relationship between play time and cost).
It appears tree poison has been removed from the game. This is a good thing - players shouldn't be able to negatively impact other player's enjoyment - and killing trees is exactly that.