Patch Dynamic Environment

I soon want to turn attention towards creating a solidified concept streamlining a lot of previous thought strung all over the place into something a bit more cohesive. Before I do that, I want to discuss implementation details based on the thoughts raised by @Titan here:

I think Titan brought up a very nice way of organizing and presenting information on a pretty complex area of our simulation, where a lot of things can really go wrong and where we want to provide some level of standardized experience. It makes me think that if we wished, we can represent a lot of information like temperature and compound changes through these Patch Events/Traits. Things like representing warming with a temporary “Warming” trait, or dropping temperatures with “Cooling” instead of having a really complicated system in the background doing these potentially hard to balance events.

I think the assumption here has always been that there will be this really complex planetary simulation dealing with matters like this. I’m not necessarily against this at all, but I guess my question is: are we able to/should we simplify that down? Or would it be easier from a software design perspective to deal with things in that more dynamic way?