I had one of my long term players drop out of the game as well early on. He just didn’t like the transition to Roll20 and didn’t like the crafting elements to FL. It’s okay. We picked up another player. It’s his prerogative not to like it. We moved on.
Just out of curiosity: what was it about crafting that bothered him?
I haven't talked to him in detail about it, but I got the sense that he felt it involved too much bookkeeping. e.g. I want to make torches, but for that I need wood, for wood I need an axe... Now I need to track how much wood I have to know how many resource dice of torches I can produce. This guy is also likes rules-lite games and is constantly trying out new systems without anything ever sticking with one for too long. So really, I'm not worried about it.
Personally, I love this system. It forces the players to make some hard choices with what they spend their time on, what they invest in regards to skills and talents, what they carry with them, etc. It's creating some good rollplaying opportunities. Now granted, when we all first were learning the system, it took a bit of doing to get everyone through the steps. But now, having played a couple of dozen sessions, the rest of my players are now fully invested in the system and spend a fair amount of time discussing how to "level-up" the party's efficiency collaboratively.
The only other complaint that I have gotten is from a player who feels limited by the endurance system. He just wants to be able to carry "all the loot" and not have to worry about endurance. Again, I like the realism of the system. it forces hard choices when a player can't just carry 14 broadswords and 9 pairs of looted boots. This player finally bought pack rat, so that may now put an end to some of the complaints.