Here are some suggestions I have that can be easy to implement.
1) Weapon or device price skyrockets with added mods. Even if the whole device is 40 quality. This makes it easy to get all of the vendor's cash, and takes only a minute. This works esprecially on devices having multiple mod slots. Consider scaling hard with mod quality, as well as highest required crafting level. See [3].
2) It's hard to know whether given area is fully explored without adding notes for each of these. Please add a grey outline if either condition is true: a) not all exits visible b) uncovered less than 65-75 percent area.
3) Morphine icon is hard to notice on the quickbar, it blends in. See [1]. I can edit it and release to public domain or exclusive license.
4) Please add current level as greyed out (like in GMS) to all elevators. Otherwise remembering floors' number buttons isn't too useful, as is muscle memory.
5) Base restock time on total level transitions depending on area control status. If need 100 points, for example make uncontroller worth 7-8 points, controlled 1, and semi-controlled 1.5. Let grinding cash be a punishment in itself. Please see [2]. It's sad to do fun content with killing stuff, only to return and see shops far from restocking.
6) Add a barely noticeable outline to high-quality items. Least visible on 105+ items, more visible on 128+ items, finally 130+.
7) Repairing items before sell totally breaks the economy.
8) Allow for finer control when dragging item splitting slider. For example, save the original X position on drag start. Then base slider position on
x^1.75 or similar.
9) Some merchants have item buy types such that it's not feasible to get their cash. Consider "will always buy medicine". Finished medical items are cheap so the user will have to go a long way to keep his own from running out.
A) Make a "Process" crafting action for recycling, flora, and fauna. Keep the original blueprints, just augment a single feat. There's quite a lot of blueprints visible after a while!
[1]
https://images.theconversation.com/files/99431/original/image-20151023-27631-vcrtwn.jpg?ixlib=rb-1.1.0&q=45&auto=format&w=1012&h=668&fit=crop[2]
https://nethackwiki.com/wiki/Pudding_farming, the dev reply:
Jove stated in reply, "The DevTeam has arranged an automatic and savage punishment for pudding farming. It's called pudding farming."[3] I made this with 76 Tailoring:
https://imgur.com/a/eGOHC. Components are normally 50-60 quality and it's enough for the cash cow items.
epeli and Styg, you guys are awesome of course.