I like to think of this thread as a bunch of people concerned about the future of Blockland satirizing the negatives of potential successors because they genuinely care that the same features will be present. Instead of thinking of it as "brickadia hate" think of it as "alright brickadia, how are you going to live up to what Blockland was with all (these) potential issues?" If Brickadia offered all the same things blockland had, there would be no concern and nobody would hate it probably. It's kind of cute because a lot of effort was put into these memes to make the problems clear, they obviously acknowledge brickadia is a worthy project with potential and this is a roundabout way of voicing concerns.
In my opinion, I think it's awesome that a complete brick renderer and building system was remade in a modern engine and it's exciting it performs so well. What we see in Brickadia now is just a glimpse of what Blockland 2 could be, kind of doing what the other successor projects did except they passed the hurdle of rendering performance. That said, what's implemented so far isn't terribly difficult to pull off if you know what you're doing, and personally I think it's just one of very many filters to become a great Blockland successor.
Modding is everything. The torque game engine nailed it on the head when it came to raw moddability and I think we all got extremely lucky to see a sandbox game made in an engine that allowed nearly complete mutability of existing systems which was also made easy with a simple, easy to learn scripting language. Modding in Blockland is powerful thanks to the package/parent system as well as a lot of things being mutable at runtime.
I do not see the same basic system in Brickadia and it's one of my primary concerns when talking about it. The devs have put modding on hold for now since they're waiting what epic games is going to do with a hinted scripting language. Even if something comes out, though, it doesn't mean it will have the necessary features to support extensible modding, it might just be a textual representation of blueprints for example, and while that makes things better it still doesn't have hooking like torquescript did. Overriding functions or changing existing functionality seems to be a taboo in any modern engine scripting because, while powerful, it opens many doors to conflicts (hooks overriding hooks, like Blockland add-on conflicts) and it's really only a feature that communities like us would take advantage of, so it's not a primary feature companies want to develop. Amazon lumberyard for instance has Lua scripting but doesn't implement a good system for changing existing functionality, only adding more.
I think if modding were the primary focus for a successor project, there'd be a standstill for a long while because no modern engine besides like torque 3d supports the things we want which puts developers in a bind because it's a sacrifice between either modding or a feature rich engine. It's one or the other since adding modding to modern engines would be a massive undertaking, and making an engine like torque 3d to par with others is also a massive undertaking. The ultimatum then is to just wait and hope for the best. Currently there's no other option and the Brickadia devs are doing the best they can with what we got.