1. Decon furniture.
Furniture bag is not coming, but we should at least be able to recycle furniture we don't want, which then goes to the craft bag.
2. Use the collectibles tab more often
Some furniture is unlocked via quest and is placed in the collectibles tab, some is not. This new antiq system is just seems to flood inventory with more. Ideally, if all 3 codex are found on an item it should be unlocked in the collectibles tab, with the option to decon any in the inventory. So I can use one whenever, in whichever house from the collectibles, if I want more than 1 I need to re-scry it.
3. Surveys
Running away from a survey area to have it respawn is the most tedious part of surveys. Instead of 6 nodes in a survey zone, it should just be 1 super node. If I strike that node 6 times (assuming double harvest rate perk) then it consumes 1 survey. If I strike it 12 times, it will consume 2, 18 = 3, etc etc. Until all surveys are complete.
4. Master crafting station
Guild halls are really just an endless sea of crafting stations.
The ability to have 1 crafting station per craft that can learn all the styles.
How I envision this is, the stock standard crafting stations become collectibles, you buy once and you can place it any house you own.
When you use an attunable, you don't get a new crafting station, it unlocks that set like you opened a runebox, but the crafting station back home can now craft that set. You can keep adding sets to it and select them to craft via a drop down window in that crafting stations interface.
5. Clutter reduction
Jewelry has 5 tiers of mats. The rest of the crafts should too. EG, Revert Blacksmithing back to Iron, Steel, Orc, Dwarven, Ebony using the same structure as Jewelry.
Presently it requires 10 points to max Black/Wood/Cloth:
Black 10
Cloth 10
Wood 10
Jewelry 5
Enchant 10
Alchemy 8
Provisioning 6
I'd prefer it to be, with 5 tiers in each:
Black 10
Cloth 10
Wood 10
Jewelry 10
Enchant 5
Alchemy 5
Provisioning 5
As CP is being redone, the skill perk would go 1 - Iron, 2 - Iron harvest double rate, 3 - Steel, 4 - Steel harvest double rate, etc etc. 5 mats, 10 perks. Removing double harvest rate perk from CP and putting it into skills. Double harvest chances could be an perk added to Keen Eyes. Alchemy/Enchant harvests at double rate by default.
6. Multi purpose items - Clutter reduction continued
We have a Damaged Pelt that sells for 9 gold, and a Clean pelt that sells for 2 gold. It makes no sense. Clean pelts should sell for 9 gold, and the lesser Pelt should simply not exist anymore. General clutter items for gold just clog inventory, especially when new items have been introduced that could facilitate general vendor trash, and be useful for something else such as furniture crafting.
Style traits as well, without bank space increases, with every style in the game the present system is not going to be all too scalable. Why not have 1 style trait that can be used for multiple styles? These new ancestral motifs should simply use the standard style material to craft them.
Most trait items in the game are just clutter too. Save for Nirnhoned and half the Jewelry traits, the rest should simply be culled from the game, researching alone should be sufficient to create those items. Could always reintroduce those assets as treasures, a diamond that sells for nothing? I'd prefer a diamond I just pick pocketed or dug out of the ground via Antiq that sells for 500g.
I've had friends give up on ESO due to the clutter, they couldn't get into it. I feel for console players that can't use addons to sift the garbage in this game.