There are two sides to this equation though, let me give examples of each and maybe you'll get what I'm saying here, and explain why this idea might not work with UO.
Lets start with LOTRO where what you are saying kinda works, and explain why it does.
In LOTRO, you can't make a "mule" when you start crafting out of 3 crafting skills, in one of numerous crafting "professions" you can take, only 2 work together, you either get a finished good, or a resource harvest skill that doesn't fit. High end items have a cool down on crafting, between 3 days and 1 week, meaning depending on the item I can make as many as I want for common stuff, or for really exceptional items I can make 1 every 3 days or 1 per week depending on the item. This lets your idea work because player to player transactions are built into the system by design for crafting, the most common resource needed for top tier items across all professions can only be obtained by prospectors (miners), through drops from rare high level "elite" monsters or bartering with NPCs. Prospecting is safer, and more efficient but no mater how many you farm there is a limit to how many a person can use during a given period of time. This makes it so while yes the item fetches a good price on the auction house, and it's in high demand and in theory yes you could amass a tidy fortune just prospecting for it, but there are enough sinks in place to balance things out combined with options on obtaining it that make "cheating" pointless, especially with the hard line stance they take on cheating in that game.
Now lets look at another game where this idea went all wrong.
In Atlantica Online they developed an issue with Bots. Now what they did is make it so you can only kills X amount of monsters in a given area before you had to leave the area for Y amount of time. Well you could sit there and look stupid while waiting out the timer but that was pointless. Now what happened was since all resources and all quest items drop off monsters in specific areas, now when the RNG gods frown upon you, it might take 2, 3, or 4 hours to complete a simple "Collect 25 xxxx". You'd kill 10 or 20 of what ever, and get 2 of the quest items then have to wait 20 minutes and they'd be the only monster dropping that specific quest item. This curbs cheating by putting in the X per Y time facet of things, but severely punishes honest players that are not breaking the rules, all in the name of resource gathering.
How this applies to UO.....
UO uses both methods for resource gathering. Direct as in Lumberjacks, and Miners, and indirect such as when you go out and farm SA mobs for imbuing ingredients. Because of this a X over Y time scheme would be very difficult to implement. Do you want to be in the Abyss and get a message saying "You've killed your quota of Lava Lizards, you can not attack any more for the next 20 minutes" or be out mining and get a message saying "You've worked too hard today, come back next week.".
That's what this type of system would do, while I'm all for reducing cheating and bring fairness back into the game, it all has to start with a hard line approach to combating cheating, and not the soft deterrent stance that has been slowing added over the years. We can all see the current method isn't working. They've added random resources, put special resources on hefty mobs, etc. and it's had no effect but ramp up cheating. Now it's Script to build a toon to farm resources off mobs, or script to gather harvest-able resources, but no where at all is there punish those doing the cheating just make it less effective, and at the same time make it much much less effective for the honest player.
Instead here's the approach I'd take, since according to the Devs they can track who is and isn't using unauthorized programs to enhance their game play or play for them.
- Set a Date say 1 month in advance.
- E-mail all account holders active and inactive plus have it plastered on every site possible. "As of XX/XX/XXXX anyone found using any unauthorized programs will be perma banned.
- Stick to the plan
Sure they will have to ban few accounts, but I bet you'd hear it pretty quick on these and other forums, that they aren't playing nice anymore and people would either quit their cheating, or quit playing either one.
Then comes the big question.. if they can't play without cheating do we really want them as part of our in game community?