Now that everyone has had a chance to look at the basics of the system, it is time to talk about the outliers. And to note, existing items are intended to stay how they are when these changes go live.
Challenge Gear:
The current plan is to simply have all those items be named gear that can't be crafted on. With everything we've done over the past year to bring a new consistency to Random Loot, Crafted Loot and Named Loot, having a side system that has several effects AND can have new scaling effects crafted on in addition, is simply too powerful.
This change would switch any effects that have scaling versions, into those versions, and leave any more unique effects as they are. It would also result in all tier 3 items having a colored augment slot.
Runearms:
A similar issue exists with Runearms. Having 3 effects on an item which can then have 3 powerful crafted effects added is too much.
The most straightforward solution would appear to be that the charge tier, the spell itself, the rune arm imbue, the ML, and any very unique effects (such as Coronauch) would stay. The rest of the effects would be removed when prepping for crafting and then you could craft on 2 effects (or 3 using the Mark of House Cannith). The list of effects for Runearms is still being worked on.
Thoughts, comments? And as always, all plans are subject to change for any numerous and unforeseen reasons.