...
I'm not one to dwell too much on the past in UO (at least in comparison to some on here), but I do miss the quirks of the pre-AOS magic item system (yeah, UO had items back then, but you'd never know it the way some argue... but that's another debate

).
I miss having to identify your loot via the ID skill or ID wands/staves (I still have one of these stuffed away as well), I miss being able to on occasion get a piece that was exciting regardless of what you killed or in a treasure or SOS chest (even level 1).
As mentioned above, I've had a Magic Reflect item or two gained through a day's PvM save me from an ambush on occasion as well.
While I enjoy the added depth of the current system, there are a lot of little quirks that were lost in the process that would be nice to get back:
- IDing items
- Items with magical effects based on charges (also remember getting weapons that had Hit *Spell* as part of their features that worked on a number of charges instead of a % chance. Once the charges were used up, you had the base weapon (plus other mods) left which made you consider finding a new one with more charges
- 5-level tiered system
- Descriptive names
- Items with mods above and beyond base NPC/crafted were actually CALLED "a magic *whatever*"
- Quirky spell charges on some items (Invisibility, Teleport, etc)
I don't know if it's due to having played UO for over 13 years now (wow, kids that started Kindergarten when I started playing UO are now graduating High School... how's THAT for perspective?), or if it's due to the changes in the system or what, but at least for me, I no longer grab equipment from monster loot to look at the mods anymore... for me it's scrap value (resmelting or combining into "junk" BODs for a mass turn-in pull later on, or unraveling), not item value. Sure I drag home more crap numerically, but it doesn't seem the same. The items I do grab (metal armor and weapons) are really no different to me than farming other resources (mining, lumberjacking, imbuing ingredients, etc).