While I didn’t care for this presentation of Halflings either, I didn’t get the impression that the wanderlust was directly divinely inspired. Seemed more like their luck and tendency to be overlooked was divine in origin, and their relative peace and security an indirect result of that divine good fortune, and that wanderlust was more a trait some Halflings experience and that the community as a whole benefits from (though I suppose that could also be attributed to luck... eh.)These things are kinda losing me with how integral they're making the gods in the lives of mortals, with seemingly fundamental elements of their lives tied to the whimsy of the gods. It makes writing distant god settings difficult to present to people.
I especially dislike when simply traits, such as wanderlust, are explained as somehow godly in nature. Why can wanderlust not simply be a natural trait that "adventurer" halflings happen to experience more strongly than others? Is not wanderlust a fairly integral element of all adventurers? The desire to leave home, seek out more, carve out your own destiny?
Putting such elements as divine seems to...lessen them. In fact, putting any natural element of humanoid existence as divinely-inspired lessens the lore as a whole. I get that D&D has always veered closer to the "divine creator" origin myths for most races, but their creations seem lesser for the fact that the gods need to constantly wind them up.
These things are kinda losing me with how integral they're making the gods in the lives of mortals, with seemingly fundamental elements of their lives tied to the whimsy of the gods. It makes writing distant god settings difficult to present to people.
Just take what you want and ignore the rest.
In the homebrew setting that I'm working, I've changed whole swaths of D&D to fit my desire.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.