Axe, Shovel, Pickaxe, and Fishing Rod mechanics all feel good but I have a few notes.
The red text and button prompt “depleted” after the resource has been exhumed is completely unnecessary. We know, we literally just did that - the sound effect, the controller rumble, the character and resource animation are enough identifiers.
Potential other tools:
A lantern (please). A hip-mounted lighting source would be amazing. I’ve heard Thomas speak of tools getting modifiers so this could easily be modified with different “flames” or “lantern oil” types that do different things. One could make gathering resource nodes shine from farther distances away, one could affect enemies in different ways (pestilence enemies recoil briefly when in range of a faith scaling lantern, an intelligence scaling lantern could disable stealth enemies’ backstab/cloaking abilities, and so on). These ideas could also be applied to the torch but having to hold the torch in an offhand during combat potentially handicaps someone’s entire build.
A mobile campfire. We are already carrying piles of lumber, and potential flint sources in our magical, unseen inventory. let us plop a few logs down and spark it up for cooking/potion crafting purposes out in the field.
A mobile hammock. Must be within a reasonable distance between two trees but you could string up a quick hammock for nap purposes to rebuff you with whatever stamina/health/whatever buff the hammock modifier might have. You could even have bigger ones to accommodate co-op naps or just take turns. Your co-op partners could even grief you by chopping down one of the trees holding up your hammock (trophy? haha).