I dont know how I feel about all this. I mean me personally, I hate durability with breaking. I think its about as fun as a needle in the eye. If Im in a group of friends and my sword breaks and I didnt bring a spare, am I happy? Are they happy? Is anyone having fun at that point? I mean its just a tacked on system to encourage the economy and keep crafters busy. Shit is the socialism of the MMORPG world all because someone wants to be an assembly line worker in an MMO.
I honestly cant think of how to alter the system so that isnt even slightly annoying. I really have no clue why WoW even has repairs anymore. You make so much gd gold in a couple hours that its just an annoying fucking relic of the past. You could do upgrades as often as WoW, but that takes any type of flavor out of any of the items available. Bind on Equip is pretty useful and goes a long way towards being a remedy, but now its just disenchant fodder for the next piece of armor in 2 hours.
So in my opinion, arm chair that. Find a way to make crafting relevant without inconveniencing any player, and instead, making the player want to work with the market.
I have the exact same complaint with how Zelda handles this. Shit is way too fragile, and you have very limited inventory. That's critically annoying. I don't mind having multiple weapons to switch between if the loss of effectiveness is slow, and inventory space isn't insanely limited. Though getting newer, better pieces all the time, kind of negates this whole concept. I don't mind a slow degradation of equipment, its effectiveness even declining, it feels more realistic. The more I slam my sword, the less sharp it is, the more my armor gets hit, the less it holds together. But even a blunt sword does significant damage. Though a hammer that the head falls off results in a stick. A dagger smashing into armor should be damaged. Repairing it should be a process, and for the hammer example, you might need a new hilt entirely. A dagger that has been refined and rebuilt, smelted over and over, could become stronger, and sharper, with better metals, due to higher crafting prestige. Carrying a supply of varying strength daggers should only matter if it won't survive for long treks, or deep Dungeon diving. You can use weaker, less effective daggers for the trash leading up to harder enemies, then you pull out you big, badass dagger of slaying. Magical enchants of indestructible whatever, could be time limited, class, or profession specific.
It becomes a complex thing that diverges from what a lot of folks want to do in an mmo game. Just mindlessly smash monsters, and get newer betterer loots. But it takes away from the potential of having an "artifact weapon" that you've carried, slayed a million mobs with, become very proficient with, repaired, upgraded, enhanced, and possibly giving the player an affinity or attachment to said item. Weapons and armor shouldn't be legendary on their own, they should have to earn that status. Even the weapon that drops from Boss #257, could be upgraded, or smelt the materials from boss #300, making that original weapon all the more powerful.
I dunno. Farming the same boss, hoping to get random drop X is just as annoying.