Yeh, that ain't gonna fix it either. They'd have to make the installation of a land claim into a timed event like the old concrete drying. Which wouldn't negate the base building aspect, but if successful it would destroy the nature of their world.
The main unique thing in the game is the free environment. Take that away, and you have a standard issue static game with absolutely nightmarish lag. Because of the lag and other issues cause by the world (generally slowness), they won't be able to match any static game in the AI side, or I'd guess encounter design.
Having to design _against_ the builder game they have is a clear indication that they are trying to do things that aren't a good fit for it.
They could, in a "Tier 1 introductory Fetch" tell the player ..
"Craft a ladder"
"See that broken ladder there, repair it by installing a new one"
"Get the satchel"
and "Talk to Trader" ..
And go from there.
Make the building an expected part of the quest experience. Let the players be creative. If they mess up, they mess up, but ..
Don't give them buckets, trucks and a sandbox only to then cover the sand in concrete to make it into car track. Fixing the car track can be half the fun.