My issue is not being able to know the quality of in game built objects like the kiln, herb table, forge, anvil, etc
To fix this I propose a skill something along the lines of "appraising" that would be a higher end skill and one of the last ones learnt being something like 50-100k LP
Having the skill would allow you to "appraise" the quality of a certain object though a process that would take maybe 1 minute or longer. Rather than giving the exact quality, you would get a dialogue box saying what you estimate the quality is. the accuracy of this appraisal would be similar to tracking, in that i would be based on certain skills / attributes. let me explain with an example.
You have a q80 kiln.
in order to achieve an exact quality estimate (of q80) you would need sqrt(psyche*survival). so something like 64psyche and 100 survival would be the lowest skill to give a reading of q80, because those skills give a reading of 80+.
now if for example you had 60 psyche and 94 survival you would get a quality reading of 75. since that reading is 5q below the actual quality you would get something like a 5 point fluctuation. This would give a reading of anywhere from 75-85 (chosen at random). this makes appraising useful only if you had the stats to potentially craft that building if it was made in inventory (soft/hardcap)
different "buildings" would require different skills.
kiln = sqrt(psyche*survival)
forge = sqrt(dex*smithing)
herb table = sqrt(dex*farming)
loom = sqrt(psyche*sewing)
etc.
This idea was pretty much just to eliminate the constant need of rune stones beside all major crafting buildings. I would love to hear any feedback, this was just a rough idea and I would like to know if you think this might be unbalanced.