Have weapon/gear efficiency degradation with use, not just durability loss. That will boost the crafting economy significantly and bring back serious risk v reward on what items individuals use and how often. Add to that skill/spell degradation with NON-use and you keep ppl playing in order to 'keep up with the rest' and continue to enjoy whatever addons and tidbits you throw into the game. Make skills 1-25 drop off slowly with non use, 25-50 slightly more, 50-75 noticeably more and 75-90 greatly so. Surging ought to drop a skill to 90 or something. These would be decent compromises to the ease of skilling you've gimped the game into. Games need a reason for ppl to return, ortherwise it, as you can see, they just turn into a casual to non-existent player base once they max out in a month or two, pvp a bit, get bored and move on. Like alpha, but let's call it alpha light. I have noticed some loot tables have changed which is great considering I was told a year ago it wouldn't happen. To see enchanting recipes changed would be f'ing HUGE in bringing back a sense of mystery and wonder, rather than have noobs just go google to find what to kill, skin and craft .. yay for that. Although, I was also told a year ago that enchanting is too involved in too many aspects of the game to easily be manipulated. I love what you added to the game, but the ease of skilling blows, there not much risk and zero reward for putting time and effort into the game when others can't. Make catalysts more rare, etc .. something to have high end items hard to find or create, yet again bringing back the risk.