I completely agree. Combined with the 'random wheel of curio results' it seems like you want this game be a RNG shitshow. RNG has a place in tactical games when used in limited amounts (ie the risk-reward of Occultist RNG healing), but going too far just frustrates the player that their decision making doesn't really matter. Or in the case of your previous game you just avoid things entirely; 70-80% of the curios were frankly not worth interacting with due to the RNG of bad results. You sure you want to repeat that mistake? And yes that *was* a design mistake on your part, not:
'And part of me thinks that the complaints about it are "skill issues"'