It is a GREAT deal more inline with the Myst world functionality, which I agree with as such. If you want to discover a random world, you better know someone that knows how to properly write ages, or you better learn yourself, otherwise you are going to make a horrible unstable world. I actually wish that they'd make unwritten descriptive books not do anything at all, because that'd make more sense.
But you cannot find pages reliably. This isn't like bees or trees where you need to put in the time. This isn't like Thaumcraft where you can organically learn a system to help guide your research. This is, "Screw you. Make that stupid villager breeding contraption or don't make any ages at all." I'd love to dive into that writing system. It looks cool.
Too bad pages are so rare in normal play that you basically don't get enough to ever explore it.
And instead of a village grinder, what about dungeons? They should populate as loot in dungeon chests, so that should also be Thaumcraft altars, which are fairly common in open areas.
Dungeon loot is no better a system than villager drops. It doesn't work well in mixed-mod games because the plethora of lousy mixed-mod dungeon loot tends to choke out the stuff you need. I'm of the opinion that hard gating your mod on any form of world gen is bad design (e.g., Factorization logic gate programmers should have a recipe. Have it take 2 galgadorian drills or something; I don't care). It's one thing to be speed-limited on worldgen (a la diamonds which you can often make do without), it's another thing entirely to be completely shut down.
I don't care about Myst cannon, I care about fun gameplay. The previous system could be abused, but at least I got to play with the mod. As it stands now the only people enjoying the mod are the people who cheated; which is ironic because the changes were in response to cheaters anyways.