Is that so?

Also, what about the obvious bounding box issues still present?
I mean, Unity has been “stabilizing” these same issues with this component since 2016 – maybe earlier!
Wouldn’t it just be easier at this point to just simply rewrite the whole cloth component using DOTS??
See these topics:
https://answers.unity.com/questions/1149101/why-does-adding-cloth-component-to-skinned-meshren.html
https://forum.unity.com/threads/unity-cloth-continues-to-disappoint-in-2017-3-sigh.509995/
https://discussions.unity.com/t/752095
https://discussions.unity.com/t/751987
Sorry – I’m gonna need proof for that statement.
The above (linked) issues aren’t “experience” issues – those are all part of a massive, burning, garbage fire that is the cloth component! – They make the whole system not only frustrating, but completely impossible to use in many odd, unpredictable, model and translation scenarios. And telling someone “we’re gonna fix it” after years of saying that exact same thing and it never being FIXED makes those reassurances kinda lose their potency after a while.
You want “experience” issues though – Okay. Sure. At first, the UI simply didn’t appear. Turned out to be the “gizmos” setting was NOT grayed out (how unintuitive that you click a button to explicitly enter “constraint editing mode” and it still checks to see if a gizmo is enabled.) Huh. Okay – no problem. After some fudging with it – I got it.
Next, there is a terrible bounding-box issue that always happens on my mesh the moment I attach a cloth component. At first I thought this was a glitch in the import settings in Unity. After doing some digging on “broken cloth” I find the solution from 2016 semi-fixes the issue – “Update When Not in View” NEEDS to be checked in the Skinned Mesh Renderer. What got my attention is that this was a fix which has been there for YEARS as a requirement! And as you can see above, the explosive cloth thing is just impossible to avoid in 2019.3.1f1 no matter how I finesse the constraint painting UI or my model hierarchy. I’m not sure if it has to do with my skinned mesh submesh being weighted to a model whose scale is automatically set by Unity when imported from Blender – but either way, these issues have been non-stop for YEARS. Oh, I haven’t even mentioned the fact that I can’t drag my mouse to increase/decrease the weight of the cloth paint – IF the constraints to be painted actually appear in the first place!! Wait – I have to go back and forth between “Modify Backfaces” and “Maximum yada yada” and “Surface Penetration” modes to get the dots to appear so I can paint them. Oh wait – the Surface Penetration doesn’t work?? – At all??? – Geeze! WTF?! – What about the “Gradient” section of the menu? – Huh?? What is this entire panel even FOR? – I have no idea what to even do with it! – And it changes the values on that cool-looking little rainbow strip at the top for some reason? What? I just freaking QUIT. Gotta sink 50 bucks and a few hours on ObiCloth and its documentation (or even more hours rolling my own solution in the shader, if that’s an option!) just for some basic cloth to blow around in the wind. 
This is what I think everyone who has ever even looked in the general direction of the Cloth component has hoped ever since DOTS was announced. lol
@alexrvn
I hate you had to be the one to receive the wrath of my frustration, but this stuff needs to be said.
The current cloth component has a neat UI and looks really cool – until you see how broken it is by actually using it.
Don’t bother stabilizing it.
Just do us both a favor and rewrite it in DOTS, yeah?