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In regards to #3, simply lowering the gold may not be the best thing, I'll agree. I was wanting to do more ideas, but was losing the train of thought.
However I can go into a bit more detail on this one...
The problem with PvM right now is that it is too easy even without scripting to obtain a LOT of gold in a small amount of time. If you know what else other than gold to loot, it gets even faster.
So I want to go back to a different route and say that the idea of #3 may not be to simply lower the gold drops themselves, but to SLOW DOWN the rate at which players can kill monsters in PvM.
Cases in point:
Speed + loot: Right now, I can make a TON of gold VERY fast ingame in PvM with little to no risk at all in an area with a high spawn rate of a single monster type. With a Gargoyle Slayer and Enemy of One, I can hit the mountain pass just south of Compassion in Ilshenar and one-hit gargoyles all day (3 or 4 hits on the Paragons) and loot the gold and gems. A Bag of Sending isn't even needed here as I'm a mere 2 or 3 screens' worth of running from the bank and a vendor to dump the gems. If I'm going for "gold farming", this will usually be one of my first stops.
Contrast with:
Slowness + Interest: I keep coming back to this because I thought it was very enjoyable for me. The Rats in the sewers. Yes they are low level creatures, however the amount of hit points they had was quite large, so that even with a Vermin Slayer talisman, a heavy hitting weapon and Enemy of One, it still took several hits to drop even the small sewer rats. The loot on them was minimal, but interesting (the rat coins).
In another thread, people are discussing the general lowering of loot levels (particularly item count) on monsters.
Before AOS, you did not always get a magic item off of a creature. I remember way back when, when you would kill something like an orc or an ogre, you would get a backpack (sometimes nested backpacks) which you would dig through until you came across a bit of gold, usually a loaf of bread, and if lucky an item of some sort. The item was not always a "keeper", but it was what you got.
But we've entered a spiral in which the item system is so cumbersome that in order to find a keeper, the devs have had to allow for a greater number of drops and thus rolls on the charts to generate a keepable item. They've also created a situation in which it is so easy for vets to gain gold in PvM that they've had to keep gold and other drops higher just to give newer players (the existence of which is a debate for another thread) a chance to be able to catch up.
I remember when it used to take a few weeks to gather enough gold for a small or medium sized house (much less a tower or bigger), now people bring those amounts in on an hourly basis (if not faster).
While SOME people believe it's due to the existence of the Trammel ruleset allowing people to stay out fighting, in reality, it's because it's simply too fast to kill most of the income generating creatures. The changes to Dread Spiders and the addition of greater dragons were a nod at this problem, but it's something that needs to be addressed in the game as a whole.
Creature HP needs to be raised, damage needs to be lowered, and really ,loot quantity across the board needs a hard looking at and revamp.
So the idea behind #3 is not quite as basic as I made it to be, but as I said, I was really kind of losing the ideas behind the post to begin with, but didn't want to leave a few possible answers out of the mix.