1) Equal pay for equal play...EG: Gold value received in drops or resale of goods from mining, smithing, tailoring, etc for one hour of play should be equal. For the last few years, performing a trade function without spending millions on high end runics has returned little or no value compared to PVM.
2) Armour, weapons, and jewelry never break. There should have a break percentage chance when in use. Broken pieces can only be sold to a NPC for it's armour piece value based on it's attributes. (EG: A tailor made piece that breaks is sold for 50gp, a 60 resist 130 luck, 19 lrc piece would be sold to the npc vendor for 500k, an artifact (taskmaster) would be sold to the NPC for 1 million). This would bring back crafting and reduce the rediculous amount of goods on the shards.
3) Pets never die. There should be a random chance when a pet gets hit that it will go wild. The tamer then can recall to a safe place if the pet is bonded or right where they are not and try to retame. If the retame fails 3 times the pet reverts to wild status (like a new spawn).
4) Barding ... a bard should be able to pacify any creatue or player. If the bard action fails on a target, the target should agressively pursue ( as in paragon pusuit ) the bard until the barding is sucessful or the bard is out of range. Player barding needs a lot of thought, which obviously over 6 years has not happened.
5) Houses never decay. Natural events, snow, lightning, forest fires, earth quakes should damage houses. The owner has time to repair at a cost, the house damage. If not repaired before another natural destaster (random event), the house will fall, leaving the moving crate with it's contents in the owners bank.
Come on guys, these are simple comcepts that pull gold and items out of the system and equalize game play.
As to scripting for resources. If a character has a resource skill in his template, do not allow a recall in or out of a resource area. The "recall to" is to the resource, but five steps away. The "recall from" ... you have to move 5 steps to recall...and movement for miners, lumberjacks is slower based on weight (combined weight of character and accompaning pack animals).
As to PVP, it's easy to calculate based on char skills and armour/weapon value a PVP value. A low PVP value character will never inflict any damage on a high level PVP char. When a high level PVP char kills a char with PVP level 10 points below their PVP level, that character receives a negative PVP bad kill value that reduces (one bad kill per day) and has a 10 point negative effect on their PVP value making them easier to kill. Characters with equal (within 10 ponts) PVP values who combat do 1/10th the normal damage per attack. This removes the instant kill and makes the battle last for several minutes. This concept is not rocket sience and does not take a ton of programming logic, so think about it please. I no longer PVP because of the instant kills, even though I do enjoy a good fair fight. And I do travel through fel a lot and do kill PK'ers a lot, but only when they get in my way!
The dev team has many times stated that there is too much gold and too many items. Why are simple ideas like these not implemented? In the last several years, the new releases have just increased the quantity of gold and items flowing into the system (the new doom system, the paragons unreal drops for 6 weeks flooded the system with unbelievable items, the swoop and peerless again flooded the system with items that never break or go away).
Please remove your visors, expand your view, quit focusing on the little things and see the big picture.