This post is old news and some new. The main point is to try to make everything equally useable but specific to be more proficient in different classes. This post would probably take a tremendous amount of writing but i'm going to try to, hopefully, get some feedback. First of all, I would like to see everything made the same. For example: we have metal and we have wood and leather, stone, glass, i'm just going to stop here. I think the system should be redone so that all of these are identical and each time a resource is added, it can also have the exact same property. So we have different metal types. Each metal type produces a specific type of resistance or damage. I would like to see every piece identical. For example: A GM Smith produces a platemail chest piece made with iron ore, then he produces another one, and they stack because they are identical. Now, he uses dull copper, now the resistances change, you get more resistance but it's still identical and again the breast plates will stack but they will not stack with the iron because of the slight difference. This will continue all the way up to a valorite piece, which will have the max resistance. So, if you make a suit using iron, you'll get maybe 50 resistance across the board and if you use valorite, you will get a suit with 70 resistance across the board. The color of the metal should always be the same, shiny, iron look but it should read as whatever type of metal was used, so the crafter can easily identify his resource. This is important to stop the mixed-matched uniforms and also to start everything at a base value. Runics would also no longer be random but would give certain bonuses. So, again if you used a dull copper runic you would get magic properties placed on those types of metals but they would not be random. The only property that would be random would be a select few, such as, luck, slayer type, self repair, and night sight. All of the other ones would be definitely present if the right runic was used. For example: a valorite runic might produce mage armour and lower regeant cost 10. Removing the random factor increases the ability to work and create and to better set a goal. If they were to do the same with leather the only difference being, we do not have leather weapons yet, although, they might be able to make leather handles for weapons that would help to keep both identical. So, they would have to add more types of leather to match the metal and the stone and the glass and so on. So, now, we're talking about the benefits of properties these types of rescources would give you. Such as, leather being medable and studded maybe adding a defense chance but lowering mana as chainmail to plate but being non medable and giving a bonus to dexterity. So, the top part is easier to make more uniform because you can say what types of properties would be added. The complicated part is putting them into a class. Such as, glass and wood. So, for example: glass weapons would have a base value to be faster and possibly cut for more damage and maybe have an inherited ability to cause bleed. Whereas, the same affect, of glass armour would have a possibility to lose durability and to shard and cause you to bleed. These are the properties that I think are lacking from the game and to actually get to that point, where you can say a property will do this or a property will do that, you first have to organize and have a better re-defined definition and remove the random properties for better functionality. This is just my opinion but I can't see adding to something that is already kinda complicated without first trying to simplify it.