Well I believe Jordi stated he was planning to add tool tips and what not to various things and items.
Where I stand (yes we had this discussion before in the forums, and REV I think i also had this discussion with you in-game) is I think less is more. I hate the cookie-cutter, you don't have XYZ so you're not cool, gear dependent type games.
I do think the player stats and various other settings at character creation is important because not everyone has been following the game for months or years. A new player needs to have some idea as to what options do what and some general idea of what the stats contribute so thyey can best create a character they will enjoy playing.
For example basketry should say, used for making grass armor or grass gear, and maybe even baskets (if they do at all, lol). Fishing should say improves starting fishing skill but also includes a starter fishing pole. (perhaps even adding the fishing pole to the character model). That last one I feel is important, it will reduce the amount of "Where do I get a fishing pole?" question asked in general often. :side:
As far as gear goes, if it works, I think there will be two things that could be in-game that would make this a not-so-gear-dependent issue for me.
The first one being that, nothing lasts forever. You don't get to keep your epics forever. Items don't last forever and eventually become useless. They can be repaired but each time they loose a little bit of 'umph'. Essentially like everything in life, out with the old in with the new. So it will be a constant quest of goods to replace not-so-good goods, creating a never ending consumable pit that requires players to ever so often switch out their gear.
The second being that mats will have different qualities, which with different tools, and different other factors, thus making nothing constant. So two players with a warped branch knife could have different knives. One could do 5 more damage than the other, but the other lasts 5 time longer thus at some point making it better in the long run. 5 players could all have Nine Iron Clubs, but with different values that produce different outcomes, who can say one is better than the other and especially when compared to other weapons.
With those two things, even when they add tool-tips could theoretically create a gear-independent system.
Just my thoughts on the subject.