I had a few new ideas for expanding the player economy. They include new additions and restrictions. Mostly they aim to tie different skills together, so your abilites are greatly altered by your skill choices.
Suggestion 1: Blacksmithy Skill Checks
It makes sense to me, that even the most skilled master smith in the world can't make absolutely everything, he has to know something about what he's making in order to make it. Therefore, it makes more sense to me to force a skill check associated with whatever weapon a blacksmith is trying to craft, along with the normal Blacksmithy check. For example, a smith with 100 Blacksmithy and 100 Swordsmanship, would have no trouble at all making an exceptional katana, but one with 100 Blacksmithy and 10 Swordsmanship would have a really hard time. If you had 100 Blacksmith and at least 60 in every weapon skill (the max for non-specialized skills) then maybe you'd be able to make a weapon of any class exceptional for a tenth of the time. You'd still end up wasting way more ingots than if you'd chosen to specialize. The reason I think this could help is that your average blacksmith on WoD is way too powerful when it comes to weaponcrafting. Just because you're a great smith doesn't mean you're automatically an awesome swordsmith, shieldmaker, armorsmith, macesmith, etc. It means you have mastered the general skills of crafting with metals. Sure you can probably slap together whatever you need, its just not going to be that great unless you know something about it.
Example:
A smith with 100 in Swordsmanship and 60 in all others would be able to make exceptional Swordsmanship weapons 100% of the time, while able to make exceptional weapons of other types 10% of the time.
Suggestion 2: Carpentry Expanded with Skill Checks
As it is, it seems that Carpentry is an underused skill, as most people make a mule for their furniture and such. I believe that Carpentry could be made a viable skill again if it were combined with a Magery skill check, much like Tinkering already is.
Specifically, I believe Carpenters who are also Mages should be able to craft staves and bows out of reaper and ent heartwoods. There would be a very high Magery check requirement, as a successfully created ent or reaper staff or bow would be very useful. Also, there would be a major difference between ent and reaper weapons.
As ents are purely fighting creatures and reapers are purely magery creatures, a staff made from reaper heartwood might not be as much use to a macefighter as it would be to a mage. Ideally, a Carpenter/Mage could craft an Ent-Wood Quarterstaff or a Reaper-Wood Mage Staff (or any staff). The Ent-Wood Quarterstaff would function as a randomly-generated magical quarterstaff, with a minimum damage and skill bonus of +2. Effectively, players would be able to reliably craft at least a Fine Quarterstaff of Might, given the right skills. It would still be called an Ent-Wood Quarterstaff, but magical identification would reveal its bonuses. A similar system would work for Reaper-Wood Mage Staff's, except there would be a skill bonus of either Magery or Macefighting, picked randomly, and at least Fine of Might. Note I put the damage minimum at Might rather than Quality, because an exceptional weapon is already of Quality, and these are definitely better than exceptional.
I imagine there could also be a way to fortify a Druid or Necro staff with Ent or Reaper heartwood, given very high skills in Magery and Carpentry and possibly an additional check in Animal Lore or Necromancy. The possibilities of expanding this skill are endless.
I am unsure about what an ent- or reaper-crafted bow would have as bonuses. Possibly an Ent-Wood Bow would function like a Fine Bow of Might and Archery, with a bonus on Strength, while a Reaper-Wood Bow would function as a Fine Bow of Might and Archery, with a bonus on Dexterity or Intelligence, randomly, with the damage minimum still being of Might.
Please post comments and suggestions.