A very general idea, but what does everyone think about a magic spell to remove softcap on one crafting/building action.
As I noticed, maybe misread on this, a very high softcap can actually increase material quality (what making bark boats with q10 materials). To prevent this glitch, perhaps the magic spell does something like hardcap on the lowest quality used, irregardless of players attribute. I'm assuming the cost will be something similar to gilding with increasing costs to scale as the quality of your target goes up. That way trying to produce something with q100 is exponentially more expensive than producing something with q50.
The main purpose of this spell will help newfound players make "somewhat" ok quality that allows them to focus on skills such as harvesting, hunting (labor intensive, lol) and later on as their character develops, they can finally focus on crafting skills (etc. and so forth.) Most likely players would use it to produce q40-60 objects where they otherwise would take a bunch of foraged q80 materials and produce something q20-25.
Let me know what you guys think and suggest, I am a very new player but thought about this during an exam on Lewis two-sector model.