Since it was asked, here's what I think:
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The Crystal Extractor should be a mobility facility first and foremost, it's intended purpose is literally to generate wind motes. Thus it should only charge when your boat is actively moving (or all the time during a Trial, for the sake of balance). Last week's blog literally refers to the extractor as feeling as "compulsory gameplay", and even with the reduced EXP, it still feels like a loss not clicking it every single minute during salvage. Thus it should not charge during salvage and the XP rates be appropriately adjusted afterwards.
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Salvage Sorting can be balanced by having on-land sorting giving full EXP, while on-board sorting only rewarding half (or 60%) EXP, (the current nerf to 30% of what it once was makes it less rewarding than just dropping the salvage and continuing to self-salvage). Those who want to stay out at sea for longer can still sort their salvage at a slight XP loss without feeling bad for dropping their salvage, while those who want the full amount can return to port to drop off their loot to sort later.
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I know you said you don't want to make changes towards Port Tasks, but they need them, badly. Not for their EXP, the experience points are fine, and quite good there, but they don't give any meaningful rewards. A handful of coins and a chance at the common Shark Paint is not very compelling. I urge you to consider a Point Shop connected to it in the future, that we can retroactively receive points for based on the number and type of Port Tasks we've done.
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The balance between Trials and Courier runs needs a slight tweak. Only the The Tempor Tantrum can damage your boat, while the others do not. The courier tasks are more dangerous as they tend to encourage sailing past dangerous sharks and krakens to achieve XP in a reasonable amount of time. It's odd that the high intensity, end-game activity that is trials costs less to do/train than the likes of bounties and courier runs.