Thanks for the comment! Glad to see the update brought you back! ;) I am definitely planning on expanding the Workers-side of gameplay in the next bigger update, not only will you get more workers, but they will each have their own stats and skill rankings, and can equip tools. (this is built into the code but not implemented into the gameplay yet)!
You were right, the Scythe price was displaying wrong - well spotted! Currently the HTML for upgrades is static, something I need to automate in the next update.
#2 and #3 are not a bugs, per se, just to do with unlocking order. E.g. for Silo, you have to wait til you get the Upgrade Storage Shed upgrade, which unlocks after you explore the Cave. It IS a bit weird to give the Silo upgrade before its possible to afford it, though.
It raises an interesting design question: I've noticed people tend to max out their resources and get all upgrades before moving on to a new section of the game whenever possible. Then, when they unlock new stuff they already have the resources to buy any new upgrades instantly, which trivialises the importance/impact of the upgrades.
Ideally, I want a way to introduce new upgrades where the player can't already pay for them without some kind of new planning and work. E.g. when Party Slot is unlocked, you need 1000 wheat. To store that much wheat, though, you need the Upgraded Silo. But, to pay for that, you need 300 wood, so you first need the Upgraded Storage Shed. I think that makes an interesting chain of planning for the player. However, if the player has been maxing out every resource and upgrade as soon as it appears, instead, they can just buy the Party Slot as soon as it appears without much thought, reducing the significance of the upgrade to just a button click.
Not sure what the best approach to that is though, without forcing it - ideas welcomed!