The houses are supposed to be easy to build, because the point right now is testing. It's not really an issue of it being an oversight to be corrected later. The more building going on, the more we're able to test stability, server/client strain and whatever disappearing module bug is going on this week. It should be harder and more costly as the game approaches a playable state, but simply raising the price of walls doesn't solve the problem of effective temporary shelter. If the game moves towards more of a survival atmosphere, I would think players would be geared more towards stealth, temporary shelters, using the environment etc.
I'd love to see different types of craftable collapsible tents that can you carry with you, that provide a localized no-decay zone the way cupboards create a no-build zone. Camo nets made with a couple different types of materials, so if you place them over your shelter in the appropriate environment they get invisibility beyond a few meters (the same way small stashes worked in Legacy). The map is apparently getting more terrain variation and rocks (hopefully somewhat procedural, so we don't have to go back to a static map)... so shelter modules that protected the opening of a crevasse would allow for a more secure temporary base, and could still be camouflaged.
I get that, and that was another thing I figured people would bring up, but you need realize they just put a devblog speaking on how they shouldve gone for a 1:1 clone for legacy because its killing their player-base.
So mechanical problems (like the houses being too easy to build) isnt helping in that respect any longer. People will still make massive bases, it just wont happen in the first 24 hours of a server being wiped. And especially when there are no radtowns to keep it from being a building simulator
So right now, going in and tweaking about 10 numbers to be twice as high is a significant improvement to the gameplay, longevity of testing (servers last more than 3 - 4 days), and stability overall