After having a hound run over 10 bramble traps with nary a scratch for the 100th time, I believe its time to discuss wormwoods unique crafts.
Wormwoods body has unique catalytic properties able to amplify and channel magic, going as far as promoting life at his feet (from doing both to the energies in his gem). Living log crafts are proof of how adaptive this material can be to the many energies it is exposed to. Would it not make sense for them to resonate and interact with each other?
1. Bramble traps: With how readily available blooming is now this suggestion can be more than a novelty; resetting traps. Allow a fully bloomed Wormwood to command his traps to reset when in direct proximity to him. If they miss (which they often do) I can still double back for another attempt.
Note: Everytime a trap triggers and is subsequently reset there is a 2 hp cost. (Cost of living log divided by 10 uses.) Wormwood is penalized everytime a trap misses, so please consider that.
2. Bramble husk: There's a basic principal behind his crafts "Take a little damage now to prevent (possibly) a lot of damage later". Due to how DST manages split damage (or lack there of) and overall armor durability this item took a few hard hits in transition. I propose two possibilities:
Proximity damage: From mostly utility oriented we can add a combat advantage. Similar to how bramble traps work, fully bloomed wormwood, will command his husk to activate when in melee range to an enemy. Further activation would require wormwood to move out of range first, so it pairs well with kiting (would still consume durability). I think Klei cares for solo viability far more than we given them credit for, because as far as I can tell every rework was given a combat related perk. Wormwood used his hp to make this item so he shouldnt need to sacrifice further hp to use it all of the time. It would still activate on hit but there would now be a nice alternative other than just using it to tank tentapillars.
OR
Armor regen and damage buff: This may require the recipe to be nerfed from 2 Living logs to 4. The armor would be great to pair it with helmets to give them longer durability. Given how easier it is to craft, thanks to the bone drop buff, a small regen wouldn't be quite enough. The damage is mostly balanced for single player anyways so I think it appropriate to bump it up to 30. Of course Wormwood would need to be in full bloom for the regen to take effect.
Compost wrap: Now that its effect is over time rather than instant it makes sense to me to replace nitre with compost, but not make it readily available with rotten fish as a trade off. Nitre isn't exactly a scarce resource but it requires a large amount of set up and space late game (moleworm farm). Not only that but the seasons don't always allow a good harvest (Needing a schedule) due to the shorter dusk/night and winter being the best season but needing a constant heat source (Spring is good). I would change the recipe to 8 rot, 10 compost and 5 rotten fish.