Each mob should have like 5 things that can be looted from it in the loot tables, not set up like it is now... each of those 5 resources should have at least 5 blueprints tied to them. Three low level, one mid-level, and one high-level. Each of the mid-level prints should have two of the three low levels as a component ingredient. High level ingredient list should consist of all three low levels and the mid-level in addition to some other rare stuff, which is crafted mostly... there also should be super-high level bps that have ingredient lists consisting of 5 things created from 5 other high level bps... and in all of this blueprint re-do there should be no bps that sound alike in spelling, etc. Everything should be as unique sounding as possible so as to lower confusion/learning curves...
Also, to add to above, each bp mid-level and higher should have three mined things as ingredients as well as the crafted stuff... The lower levels can be more give and take on if they need mined stuff or hunted stuff... since low level hunters need crafting skilling bps that solely rely on loot they get, etc., and same with mining.
loot tables should be unique per mob... shouldn't be 'shared resources' too much that are globally found in multiple types of mobs as it is now since higher supply = lower demand. Same goes for mining.. each area should have fairly unique resources, not shared stuff... yes that makes it more difficult to find what is common nowadays, but it will help folks looking for certain things to go looking for them more. Maybe each LA should have 'unique' resources that only that LA provides, and the LA owners help MA with the naming of stuff on that particular land... and each LA should have at least 3 bps tied to it's unique resources. Always thought it weird that LA owners control what mobs are on the land, but not anything to do with that resources are in the land itself... the LAs should be more like real world 'farms'...give the LA owners more control over the mining part of the game instead of the hunting part like they have now... Also possibly think about allowing them to 'grow' stuff on the farms for new professions like fishing, farming, harvesting, etc. Maybe certain tamed mobs only eat a certain type of vegetable that has to be grown on an LA... so instead of just focusing on DNA to control mob spawns get more creative... LA owners can use different planting rotations to attract wildlife mobs like the real world works sort of. Get the rabbits to go to the carrot patches... need some deer, put up some salt. Maybe a certain type of silk worm is needed in tailoring and it only grows in a certain type of tree that LA owners will need to grow on the farm.
All 'items' like weapons/tools, etc. should be crafted. This will increase the demand for crafters, which in turn increases demand part of the supply issue with loot, causing higher markup as each profession is more needed and integral in the advancement of the others. Yes, hunters won't like loosing the ability to loot stuff... maybe there can be some way to make up for that... maybe don't lose ALL of the items in hunting loot - just limit it to stuff that is less desirable than the crafted alternative in various ways... maybe just loot stuff that makes sense... like mobs killed shouldn't loot you back ammo or already crafted guns, they should loot you the base materials used to craft guns... mined stuff should give you the equivalent stuff you can use to craft ammo, etc. Any looted items found in hunting should be really primitive stuff, not laser guns, etc. It should be stuff like teeth that you then add to some pole to create an axe with the tooth as the sharp part, and stuff like that...
Also, and this one seems like it'd hurt crafters, but it might not... make more stipulations be in place about how long it takes to craft something. Maybe level 1 stuff can be crafted as it is now, level 2 takes two spins of the level one timer in the crafting machine, level 3 takes twice as long on the amount of time the crafting machine takes to cycle as level 2 took, level 4 takes twice as long as level 3, etc, on up the ladder, with each level taking twice as long to craft in the machine than the level before it. This will lower amount of higher level stuff you can craft in a short amount of time, which helps lower supply, thereby increasing demand a little.