The manual section Quality Settings in URP states:
URP splits its quality settings between Project Settings and the URP Asset to allow for more versatility in the quality levels your project has.
I’m wondering what versatility this offers? Why not consolidate the Quality settings in the URP Asset? There’s a lot of fracturing of data across various assets, settings, configurations in URP. Is this fracture really necessary?
Another possible UX streamlining that could be done (unless I’m missing something?) would be to require a Quality level to define a render pipeline asset (could use an Apply / Cancel button). Right now it can be left null. This could possibly eliminate the need for the Project Settings > Graphics > Scriptable Render Pipeline Settings that defines the default render pipeline asset Unity uses when there is no override for a given quality level. Then you could have all the render pipeline assets in one spot under Quality settings.