As no one seems to have understood any part of what my idea was here is a version with some examples.
Current stat loss is intended to 'give death meaning', it doesn't, it just takes you out of the game for 20 minutes.
Part 1: Remove current stat loss.
Many templates use items to excess, endless trap boxes, cure pots make poisoning templates completely useless etc.
Part 2: As a balance to part 1: make stat loss a penalty for repeated use of items over skill.
For example, 1st cure pot fine, 2nd cure pot you lose 1.0 in every skill for 1 minute, 3rd cure pot and every cure pot after you lose 0.1 in every skill. The loss and return of skill done in a similar way to Pain Spike.
For example, first trap box fine, 2nd trap box done within a minute resists lowered, 3rd trap box done within a minute resists lowered again, eventually resulting in you taking more and more damage from the box (not sure if it actually targets a resist, but if its direct damage then maybe it could just be damage increased somehow, or a different penalty). Incentive to get Resist instead.
For example dexxers using heal pots, first heal pot fine, 2nd heal pot lowers Healing skill by 1.0 for 1 minute and so on as with the other examples. For Mages it could be Magery only. Related to what the item use is replacing.
As I said in my first post, the intention is not to nerf the items out of the game, they would still be a choice but to make repeated use in a short time worse than say curing with your template.
Stat loss doesn't have to be lose so much skill you can't play, minor loss done in a repeated way would still allow you to fight but have an affect on the fight (because you could still fight with it), unlike current stat loss which just takes you out completely.
Hopefully this makes better sense, as you said everyone has access to them and everyone uses them, so it would be a balance to removing the current stat loss and promote skill over item. The numbers are just examples but I wasn't thinking anything too drastic, and loss could be capped at say -5 which would be pretty hard to reach anyway. The penalty doesn't even have to be on the 2nd use it could be after 5. I'm talking short term stat loss, done in a way that affects a fight, by still allowing you to fight with it. It even adds the element you have to be tactical with your use the same way you have to be with your mana.
The numbers and balance of the idea would be down to balance testing and debate, I've exampled them here because it seemed like everyone thought I was trying to remove their precious items and it was clouding the idea with arguments.