Thank you so much for this very thoughtful comment!
To be honest, I think I bit much more than I could chew in one week. Or actually, I just started implementing systems and objects, hoping to make it up as I went along. So in the end of the jam, using what I had, I added a basic win condition to make it at least finisheable in some sense. You discovered one strategy, another one would be to rotate the plowers from time to time.
So this game could be, let's say considered a "first five minutes" of a game that could probably be. I'm definitely curious about the design space that is constrained by having all resources as voxels (so that you can't "store" them simply in a small box, they are always overflowing around). Something like Wilmot's Warehouse + Factorio.
Re: Shadows, interesting, i will check it out. Probably some kind of a shadow distance issue, together with me being sloppy about scales and depths of camera. I doubt it's a bevy bug.
The lost voxel sides, yeah, I think that either I'm using bevy-meshem wrong, or it's their bug. I tried some fixes, including full rebuild of the mesh from time to time, but it didn't help much. I'm thinking about the possibility of making a shader-powered voxel renderer, especially for the simple cases like mine (when I only ever use one camera angle).
Two other bugs, yeah, I ran out of time to polish it unfortunately.