Can you make it so the skill gain is based on the resource cost per craft? It's stupid that someone crafts 5000 cloth armguards to get from 1 - 100 tailoring and it's a completely afk activity and one of the most boring things in the game. How it should work: - Crafting a full set of cloth armor (if you finish the armor sets) would yield more skill gain than the same amount of resources in just cloth armguards. - Crafting a full set of padded armor between 25.00 - 49.99 skill would yield more gain than crafting cloth armguards with the same cost in resources. - Crafting a full set of leather armor between 50.00 - 74.99 would yield more skill gain than crafting cloth armguards with the same cost in resources. You get it. This way people could actually craft their full sets of armor and either use them or sell them to players for a small return or profit. This would also drastically lessen the time required to max the skill because you'd be gaining more skill per craft due to the higher resource cost. It would add some interaction between players as well. The same thing should be done for armorsmithing. Chain sets, banded sets, scale sets, etc. There's no reason not to do this.