TL;DR version: Make all crafting materials equal in statistics (damage or armour value), instead give every types of material unique feature.
Ok, so we all have an abudance of various crafting ore & ingots. But aside from rubedite stuff, is there any point in having them, once you will level your craftsmen to lvl 50? (What could take few days, even if you are an average player)
Sure, you can use different materials for roleplay (assuming you didn't get an outfit equivalent) or maybe try to use ore to get some tempers, but generally I cannot see a role for them (correct me if I am wrong), which is a shame, because I think that both weapons & armours are very well designed. Well, at least for first three types of materials, because from 4th material all designes are the same.
New players will most probably just use overland equipment to reach the cap, because crafting is beyond their grasp & very few trading guild make a training equipment for low levels (plus costs of such equipment is quite high for newbie).
When advanced player is making an Alt, also, there is no incentive for using crafted equipment. Sure, you can make yourself a training set for grinding, but within next few levels (days if not hours of gameplay) It will start loosing bonuses to the point, where non-set equipment will be better than them,. Plus, even with overland sets, you can easily collect yourself a training gear in every combination.
So, wouldn't be better for such large & rich in content open world game as ESO, to make all types of materials equal in terms of damage or armour value?
Instead devs could give each of them unique feature which will reflect specific properties of material. For example (only sugestions to show where I am going with this):
- Iron - massively reduces costs of repairs (which will however require introduction of durability to weapons)
- Stell - small bonus while fighting against players.
- Orichalcium - bonus to dmg/armour when fighting agains beast or whatever non-daedric creature we could find in wilderness.
- Dwarven stuff - substantial increase in statistics, while giving penalty to stamina actions & magicka skill costs.
- Ebony - increased durability (again, it would require durability to weapons)
- Calcinium - bonus to stamina skills/weapon resistance.
- Galatite - reduced stats, giving bonus to sustain recovery of H/S/M.
- Quicksilver -bonus against "magic"/daedric monsters.
- Voidstone - maybe something for sneaking & surprise attacks?
- Rubedite - bonus to magicka skills/ spell resistance.
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These are of course only ideas to wokr with, but imho such approach is something that could add a new level of customization for craftable equipment & in result, give all craftsmen & harvesters a good source of income + metabuilders would have even more to work with, so at the end it will be beneficial for whole community.