1. As you stated, a jewelry box (and for that matter, T-map book) has been asked for, repeatedly, but the functionality of the BOD Books isn't working well enough for the BODs to be made into those. But, everyone's been looking at it all wrong... It's the AQUARIUM system that needs to be the basis for a jewelry box or T-map container, NOT the BOD Books. The Aquarium actually displays its items, with their properties, one at a time - just as would be needed for a Jewelry box, or a T-map book. Granted, it wouldn't have the search/sort features without some modification, but you could look through the items one at a time, and there is a lot less to sort for with either, if one goes bare-bones for search parameters (jewelry, being ring or bracelet, and property intensities; T-maps would be level, facet and region). 2. As for the BOD Books, this is the modifications they need: Change the current "checkmark/dot" system to dropdowns like those in the UO Macro system. all default to any) Dropdown #1: Size (large, small or any) Dropdown #2: Quality (normal, exceptional or any) Dropdowns #3, 4 & 5: #3 is crafter type (Smith, tailor or any). #4 & #5 only work if #3 is something other than "any" #4 is the list of resources for the crafter type, including "any Smith" or "Any Tailor". #5 is a list of all the BOD categories for that crafter type and material chosen (example: the clothing sets would only show if cloth is chosen for a tailor, and weapons LBOD sets only show if Iron was chosen as the smith material). The leather and metal armor types will be classified by their LBOD (or lack thereof); after all, there has to already be a tag identifying the BOD as such for BOD combining. Dropdown #6 would be the quantity. All of this would EASILY fit into the current 2D BOD Book gump space, and it would be easy to reconstruct a new KR/SA BOD Book Gump to function the same. 3. Lastly, while I always understood the changes to Bags of Sending, was it ever suggested to make the increased cost for sending be in terms of gold, not charges? If the bags only used 1 charge per send, but charged 50 to 100 gold per Stone Weight sent (from the player's bank), it would actually REMOVE gold from the system, while letting those who used them for private resource gathering still use them at a cost. After all, at 50 gold per stoneweight, it becomes non-viable to send gold as it would cost as much (more, if you count the powder & bag) to send the gold as the gold itself. And, it would not be abused by the resource scripters, as the vast majority were already using recall scripts that dropped off the material in their homes, as using bags made them too vulnerable to a bag running out or being stolen. All the change did was stop gold scripters while making an entire section of the game economy (resources gathering by non-scripters, mostly for personal use) collapse. It stopped floods of gold coming in, but did nothing to remove the gold. Having a bag use tax of 50-100 per stone, while returning the bags to 1 stone per use, would do both.