And that gave me a bad reaction at first too, but if you consider it as I have, where vehicles become this massive end-game journey, that requires serious planning and investments, you can come to terms with the reward vs the work. (and also the power vs the balance)
When i tossed the idea out of having a workstation craftable object like a lift, I hadn't really thought the whole idea through. But that makes perfect sense for vehicles. Anyone could craft the lift, and it'd be this cool and rare blueprint that really holds significant commodity value. Maybe day 1 you know you want a tank, so you start assembling the parts but for days you can't manage to get the blueprint for the lift, so you have all the pieces to the puzzle, but no final piece to finish your tank. But the lift is useless unless you have the time, resources, and nuts to go out and bring back the parts you need to build up something as crazy as a small helicopter, or even a tank. And there's still that very emergent reality that all your work could be lost through having this massive project stolen, or even destroyed
Edited:
Speed is something thats balanced later, what matters is allowing the players to create more objects that are of value and hold the potential to create stories and action.
Ideally, I think vehicle blueprints should come in seperate pieces. This way you have to craft all the PARTS of the vehicle first.
Imagine if vehicles were so rare that most people on the server had to contact the one guy who knows it to craft it for them. I remember making deals that involved people crafting guns for me that I didn't know back in the days of legacy. This way people who play a lot can develop a job or specialization within the server based on the fact that they play more than others. Its like having capitalism in Rust without doing anything.