Couple ways to go about fixing disenchanting. One way is to make dust location bound or type bound. For example, DE'ing something in wyrmsbane gives Wyrmsbane Dust. Or DE'ing something that drops from an undead makes "Ghastly Dust". Both versions can be tiered. So if you're killing shit in Wyrmsbane, its ghastly dust. If you move over to AC next to WB - now you're killing the next tier of shit and their DE's are "Terrifying" dust, signifying level 15-25 mobs. Ghastly dust can come from any undead in the low level range to give a wider explanation, or again - you can limit it to the dungeon with "Wyrmsbane Dust."
Take that a step further, remove the quest lines that require you to farm uncommon to rare drops out of dungeons (like the Wyrmsbane Armor). Make them craftable, and keep the NPC that wont talk to you until you're the highest faction tier in place - but instead, selling the recipe for the armor. Now you need someone to make the armor, someone to make the materials, someone to enchant the bar with "ghastly" enchant (sold by that same rep locked vendor) - etc.
There - two steps to cut that bullshit off at the legs. Given the limitations of the way the game is designed (non-instanced) - we'll never be able to limit the shit out right. But the market will speed run into saturation and apathy. Enchanters can only level off the shit for 10-15 skill points and they'll have likely passed that point by the time they are rep enabled with the vendor. No ones farming gear that may or may not drop the slot theyre farming for. We're involving a LOT more people in the crafting chain. Spam DE'ing will only happen for a short while - loot will filter into the lowbies. Server maturity will make all the low level gear easily obtainable for the ones that join AFTER the rush. etc. etc.
It just feels like theyre trying to make the game more punishing than it really needs to be at the low level. As a full suit of wyrmsbane gear is NOT going to change a noobies life in any significant way. The imposed upon rarity of the gear is just some short sighted design that limits the nicotine of the game at the very beginning, when its needed the MOST.
Enchanting is already tiered and Wyrmsbane gear only gives tier 1 mats. The "high" level people farming it are doing it to skill up through tier one or sell it. Not sure about the alpha/beta, but on the public tests, there was hardly an economy to sell things on, so most everyone should have been there to skill up.
Disenchanting is it's own skill that can fail and takes some work (many items) per tier. From the skill ups needed, it actually looks like it's compressed atm, where tier 4 starts at around skill 40; DE (and probable enchanting as a whole) will get an overhaul once all the tiers are fleshed out. Last public test they were on tier 4 out of 5 or 6 (Blacksmithing had 5 tiers, down from 6, while LW and Tailoring still had 6), or at least that's how far I got. Around half of my enchanting skill was from previous tests, where it was much easier (enchanting metal w/o any other mats outside just metal bars).
For DE I used gear from Lost Tomb, which I farmed from 3 bosses while XPing when there with no competition. It got me to skill 18... Then I used the items that rarely drop in mining/herb nodes (mostly iron) to skill up enough to do tier 4, which was something like skill 40 - 50 in DE (for reference Blacksmithing/Tailoring/Leatherworking/Jewelcrafting all go to 300 atm). Don't remember what I left my enchanting skill off at, but I don't think it was even at 200, yet it was firmly in tier 4, which means it was less complete than the 4 trades listed above.
If they want to have DE/enchanting with low
MAGIC item drop rates they should just move it all to ONLY using the rare drops from ore/herb nodes and the same items, that are only for DEing, dropping from every mob at a very low rate. Items rotting away is better than high levels dominating camps just so they can DE items to skill up or sell the mats.
Disclaimer: This was all from months ago in the public test, so memory on exact skill point level/amounts are hazy.