Base, mounts, combat: why 1.0 wants three different rosters
Work Suitabilities now go to level 10, mounts split by terrain, and your best fighter is rarely your best worker. The rush treats them as three separate teams.

The single biggest structural change from Early Access is that the Pal that wins fights, the Pal that carries you across the map, and the Pal that runs your base are almost never the same Pal in 1.0. Trying to make one roster do all three jobs is what slows a run down.
For work, the early all-rounder covers Handiwork and Mining, but the new ceiling is level-8 single-skill specialists — one Pal that only does Handiwork, one that only does Kindling, one that only does Mining, each out-producing a generalist. Work Suitabilities now climb to level 10, so an Early Access worker roster is simply outclassed.
For travel, mounts split hard by terrain: a fast short-range flyer for hops, a high-stamina flyer for long crossings, a dedicated ground mount, and a water mount that actually leaps. The route unlocks them in that order rather than chasing one 'best' mount.