Postulate: We have too many "useless/redundant" crafting materials.
Suggestion:
I think we could use some kind of materials "sink". I suggest something along the lines of being able to improve upon weapons/amor/enchants/potions/food etc, by throwing more materials at it. Let it be exponential in requirement.
Example:
So let's say you want a Legendary Glyph which is more powerful than the base version, well you can choose to throw 200 green potency runes at it, and it will improve by 10%, or 50 blue = 10%, 10 purple = 10%, 1 yellow = 10%, but that's just for the first upgrade. If you throw the same amount at it again in a 2nd upgrade, then you gain 5% etc. So basically each subsequent upgrade will be more and more expensive. Let this be a softcap mechanic, that is, no hardcaps, let people throw 10k runes at an enchant if they wish, exponential math solves the balance.
You could upgrade your Sweetroll as well, instead of it increasing your max Magicka with 5000, it could be upgraded to increasing by 7000 Magicka, provided you spend 10 times the amount of ingredients when cooking it.
Or what about that fullplate armor that has 3000 armor, you craft one with 3500 armor instead, but it will cost you 2000 rubedite instead of 180 rubedite. Want to hit 4000 amor? Get ready to spend another 5000 rubedite.
Disclaimer: All numbers are just for illustration and haven't been considered for balance.
Conclusion:
So if we do this for all trades I think we can curb and balance the inflation of crafting materials and at the same time we will create some extra gameplay elements around gear and crafting materials that we don't have today.
KanedaSyndrome's Suggestions For Game ImprovementsThe Fortuitous Collapse of the Wave EquationThe Best Plans Require No Action