Yes yes, again this discussion about level caps, but hold on for a second. Hear me out.
What if we introduced level cap for world 17 of 17, you might think this is rather low, too low, but keep in mind unlike other mmorpgs where they have most of the time only 1 level to raise, haven and hearth has abilities (13 of them) and base atributes (9 of them) to raise and also we have gilding and to my knowledge an artifact (gilded piece of equipment) can only have 1 of same stat, unlike fep points like +1 and +2 of same stat, so maximum of that would be 17 too.
So for example with 2 pieces of shirts and 2 pieces of pants player could have extra 4 x 17, for example on top of 17 strength which would equal to 85 as we have that green numbers tooltips in default client. At first I thought that maybe have 170 maximum stat cap, but with gilding included there might as well be no cap and giving devs of headache of error messages that players can't equip certain items because if the cap was 170 with gilding included so it can't go above it, would be a waste too, so base maximum 17 with plus increase with gilding.
This could finally bring personalized "level class" in both pve and pvp. Someone who has 17 constitution and has every piece of gilding equipment at 17 for constitution to be a damage sponge or have all of equipment towards strength output, sure I've have read that those who have been knocked down and if they have bad enough wounds removing equipment with constituon buffs might kill them, but hey that's the "fun" of pvp.
Sure this will have issues like foraging when maximum player can get is 17 times 17 perp x explor so 289 which can be treated as 289000 curently, so of course that would mean that this level cap introduction makes all base atributes start at 1 rather than 10. Also gilding on top of perception and exploration just for I dunno end game foraging like world items, which devs can come up with anything. As for food once reaching 17 food could play like a different part to the game either giving food to tamed animals to increase their constitution to 17 or strength which can players fight pack of animals like wolves or deer. While for curios onced reacher all stats at 17, that is base 17 without gilding end game content could unlock and transform the game lp instead of being now used for upkeep claims could now be spend on global pool either ingame voting or boosting realms for "dominant" realm which could have better goodies spawn like dungeons or boost the rank of a village in that realm, xp doesn't really change much as we have hearth magic, but would be nice to see hearth magic included into combat like hearth magic only combat moves that use like 1xp or something like that.
Overall you still have your big numbers with gilding, but it will put players on same playing field so, sorry pvpers it will be skill issue now if you get knocked out by sprucecaps. Also this could allow more end game content and also maybe players could solo things like mammoths, dungeons or even trolls. Not sure about caves since there is level cap offer, so each cave level could go down to all the way to 17, first being like better stones which could go up to quality 17 and deeper players go the better metals, crystals and minerals and 17th level could have end game cave stuff.
So after every world onwards it would rise world 18 would be 18 level cap, world 19, 19 level cap and so on. Gilding would let players go past it and priotized their builds, while base atributes/abilities being capped out at 17 would support hermit play style the gilding buffs could let players to personalize their play style from minor to fighter, like bunch in 1, making wardrobes no longer just for looks, but also in a way choosing the class you want to be at this time.
Probably missed out other points which you lot will mention. Since endless stat grind seems fun at first, until you start gridning.
EDIT, this would mean that curio mental weight would need to be reworked, like rounded up so something like Horrid Love Dart mental weight of 120 could be change to 12 and let devs introduce even better curios all the way to 17 mental weight, but maximum should be 17 mental weight as gilding buffs would be like for end game curiosities which would need higher than 17 intelligence. Obviously it would beed to be tested with all gilded equipment, so there's no issues like unreachable stat requipments because of an extra 0.
ANOTHER EDIT, this could also introduce level caps to quests and credos. Raising Credos all the way to 17, but each achieved level of foragers credo let's say gives a reward, instead of at the end of the credo quast line, while also for the quest givers their quests could come with levels 1 to 17, so for a single quest giver let's say Xiavor it would have 17 quests which become harder and harder, but their reward becomes better, base reward for their level times your charisma, so at charisma 1 you would get default base reward, but with base maximum 17 you would get the best ones and again with gilding would be end game content like global quest line after completing all of 17 quests froma single quest giver, of course if it wasn't cut down or chipped away.