I visited the campsite of some new friends today, and admired their large-scale leatherworks.
Sadly, largescale leatherworking is pretty much useless, as the demand in the market for new leather goods saturate very quickly after each addition of a new class of items (hello hardened leather goods) - after this point, it is only raising of quality that counts, and in many cases quality does not count.
I think the game should have some sort of (rather slow) decay mechanism on ALL items, something akin to the degradation of Symbel items.
I'll not present any hard suggestions for actual mechanics here, but IMO both a (slow) quality decay based on time as well as a per-use decay would be fine (for items that have a well defined concept of "use", like straw hats).
Different items would have different chances of being hit by decay, so that e.g. a sausage decays slower in storage than the fresh meats.
A quality decay mechanism would give some bonus to quality also for items that does not increase capacity, damage or potential with quality such as seedbags, making sturdier items last longer.
I stand ready to be hanged, drawn and quartered by the anti-tedium crowd, but the main counter-argument I can see to item decay is a possible large increased server load (Loftar?)
disguss!