I was very glad upon My return to the game recently to experiment with the new way enhancments worked. I had watched this games development closely since I left it waiting for enough changes and a respectable level cap to return. The specialties in the enhancment line was a big deciding factor on me coming back for a month or two at least to check out the new content, but I was very unhappy to see that you could not have several of them if built right. After all in PnP you can easily aquire a lvl or two in several prestige classes if they have over lapping reqs which is especially common of archer and rogue prestige classes in the books. I personally have played ftr ranger wizards who would take on a few levels in arcane archer, deepwood stalker, and order of the bow initiate. They all mesh so well they clearly should be able to persue the enhancment lines a few points into each if they like just as when multi classing you can persue a class only so far as you want before switching.

Encouraging more even spreads of multiclassing would be a good thing, as it currently stands its still clear Traps require heavily foccussed trap rogues. pallies with only a touch of sorc and rogue can dominate far to well in the warrior line, and pure sorcerers with a touch of light armor skill for mithril shirts are far to quick to burn huge amounts of mana in every encounter rather then play with a bow or a rapier for quick hit and run tactics to help out with dmg while conserving spells. If we could see for example an enhancment line resembling the classic Bladesinger Elven Ftr/Wiz which granted what most non elves in PnP considered overwhelming abilities(I.E. strong atk bonuses for using special techniques like trip, Extra Ac when casting defensivly, and the ability to channel magic into direct dmg with a spell through your sword might encourage a different kind of caster and therefore not require constant nerfing or re working of spells and quest to deal with the Blasters( who really would probably enjoy COH more anyways)

My biggest want is a ranger rogue with tempest and thief-acrobat a very logical and possible combination of feats and enhancments. I was annoyed at ranger and rogue dex not stacking any more as those who persue dexterity over strength where always falling short in dmg and having higher attack bonus was barely an equalizer except as a debuffer using wounding weapons, which became largely useless with many bosses being given total stat dmg protection(I think making wounding and weaking etc considered poisen with no save but still having the logical foes who possess poisen immunity safe from the effects would have been a farer way to deal with the at first over powering effect these weapons seemed to have).

Anther Enhancment which I have seen alot of post mention is the line allowing higher dex bonuses while in armor. A great Idea but poorly implemented as it should have been designed soley for use in light armor, encouraging Full plate users to want up to a 26 dex as a dwarf is both out of all character for the Dwarf race as well as clearly overpowering heavy armor while weakening the light and no armor users. Warforged make more sense to possess such a line(still perhaps over powering but logical at least) as taking mithril body especially denotes a contruct built for agility as well as being meant to be a heavy armored guardian. I would even encourage adding an enhancment line to WF giving them some kind of aggro managment and dmg up when within close proximity of wizards and sorcerers and elves( Id bet money elves where the inventors of WF) as WF clearly where first made as protectors.

I really Like the iron guardian enhancment line but think it needs a bit of work on its req. repair is only useful to wf in a party and the guardian clearly serves as a way to allow the low level caster to solo a bit safer, and the feat req is a lame feat at best. I would actually think skill focus UMD would be a good alternative feat to add as another req option as its both is a highly useful skill to all characters, and the guardians are more magical then technological as are all golems unless we get gnomes and the tinker mage specialty then we might see some real mechanical based contructs needing little magic to produce.

Logic should always go hand in hand with game design, balance, and implementation. Take away logic you ruin the atmosphere for any attempt at role play and turn this into a mindless Time Sink like WoW. I appreciate your continued struggle to improve this game and bring D&D to the mmo to let we who no longer have the time or local groups to play PnP enjoy the feel of rolling Dice even if they are virtual.

P.S. *** is up with your crafting system just give the casters the craft feats and get over the fear of players making their own custom gear from low levels and just enoy selling all the junk they find for gold to produce them, PnP has it tried and true so Dont F**k with perfection by trying to be so inventive, sure it means casters are the crafters alone, any one else worth thier salt has a guild or least a few caster buddies they could contribute gold and help them gain the xp needed for the proper crafting rules.