Here's my list (and explanation!) of the small changes my Quality of Life mod makes to take a few little niggles out of the game:
Change the ammo bundles so they give 150 ammo instead of 100
items.xml
<setattribute
xpath="//item[@name='ammoBundleMaster']/property[@class='Action0']/property[@name='Create_item_count']"
name="value">
150
</setattribute>
I do this because I reckon 150 bullets feels more in alignment with the max size of ammo stacks, which are typically 150 or 300. I know I should really increase the costs of raw materials to produce the bundles as a result, but well... I haven't!
Make seeds cost 4 of their parent to craft instead of 5
recipes.xml
<setattribute xpath="//recipe[contains(@name,'planted')]/ingredient" name="count">4</setattribute>
I really don't like the idea that you can end up in a worse off place than when you started when farming. Setting the costs of seeds to 4 instead of 5 means that even if you have a run of bad luck and get zero seeds from your harvest, you can still at least turn all your crops back into seeds and try again.
Make the motorcycle faster
vehicles.xml
<setattribute
xpath="//vehicle[contains(@name,'Motorcycle')]/property[contains(@name,'velocityMax')]"
name="value">
14, 21
</setattribute>
Pretty self-explanatory surely! Makes the motorbike feel like an actual motorbike by increasing the speed of it just a touch more than the default.