It’d be nice to have some option of a tinker item that swaps the bonuses of an armor you like to fit a different build, changing strength weapon damage to agility weapon damage for example. For balance purposes, it could take up the tinker slot on the item so you lose out on the other potential bonuses.
Another idea would be different way of forging armor. You select what armor piece you want to craft and then whatever bonus you want applied to it. All armors would probably need to be equalized on stats to avoid min-maxing issues, which I think is better anyway since some armors are just useless or will never be used for other reasons, inferior stats, bonuses you don’t want, etc. This is basically a typical armor crafting idea from what you get in MMO’s or other RPG’s, I suppose.
“+Strength on Skelos Cultist Master” is basically something that only looks like Skelos Cultist Master but has a strength bonus. That’s literally why the illusion system was added.
I understand that there’s a mechanical difference between putting an illusion on a piece of armor and crafting a piece of armor with different bonuses, but I really don’t see why they should replace one with the other.
You can choose your system by simply not applying a kit to an illusioned armor. That’s literally what was suggested… for illusions to take up kit slots.
I’ll keep using the Thaumaturgy Bench as a much much superior system.