Which accounts for your attempts to enchant the non-enchantable, I presume.
If you allow unlimited improvement to the same base item, then the cheat community will know no bounds, so you'd have to have a system that provides a limit to how many upgrades you can add, and maybe they would develop over time with your experience, so after you level up you'd be able to add enhancements to some of your gear. It's probably no harder than the sets system to keep track of how many enhancements you have on an item.
I suspect that the real answer for progressing your equipment is to make it relate directly to the owner's experience, the way a few mods have attempted for special items, but you'd need to use your craft skill to do the upgrade, instead of just re-equipping it. It would be interesting if the crafting process could affect which stat influences the enhancement, e.g. you could make a sword's damage depend on dexterity or intelligence more than on strength, or conversely upgrade a bomb spell so that more strength lets you throw bigger bombs! That would make everything more personal, and giving a crafted item away would not necessarily make it as good a bargain for the recipient, unless they had similar stats.
There may be a danger that it would no longer matter what you buy or find, if you can change everything about it by crafting. Mageworld takes that to its logical conclusion by letting you make everything from raw materials, but that spoils the fun by making you spend all your time foraging. I think DS needs to keep some focus on quest rewards and drops, so you don't just play the side-game of crafting. However in MP, playing the craftsman in the party rather than a combatant might make for an interesting variation.
Which accounts for your attempts to enchant the non-enchantable, I presume.
If you allow unlimited improvement to the same base item, then the cheat community will know no bounds, so you'd have to have a system that provides a limit to how many upgrades you can add, and maybe they would develop over time with your experience, so after you level up you'd be able to add enhancements to some of your gear. It's probably no harder than the sets system to keep track of how many enhancements you have on an item.
I suspect that the real answer for progressing your equipment is to make it relate directly to the owner's experience, the way a few mods have attempted for special items, but you'd need to use your craft skill to do the upgrade, instead of just re-equipping it. It would be interesting if the crafting process could affect which stat influences the enhancement, e.g. you could make a sword's damage depend on dexterity or intelligence more than on strength, or conversely upgrade a bomb spell so that more strength lets you throw bigger bombs! That would make everything more personal, and giving a crafted item away would not necessarily make it as good a bargain for the recipient, unless they had similar stats.
There may be a danger that it would no longer matter what you buy or find, if you can change everything about it by crafting. Mageworld takes that to its logical conclusion by letting you make everything from raw materials, but that spoils the fun by making you spend all your time foraging. I think DS needs to keep some focus on quest rewards and drops, so you don't just play the side-game of crafting. However in MP, playing the craftsman in the party rather than a combatant might make for an interesting variation.