I'm all for adding new herbs to the system, including ones that have unknown powers when used in the raw form. I would also like to see the current herbs get some boost too, the best example I can think of would be eating woundwart (or the other 3 healing ones) and it casts cure minor wounds.
I'd also like to see the ability added to the new herbalist bags, to be able to target a herb placeable to pick herbs, and get a random number of herbs (1d4) from it, placed in the herbalist bag instead of the usual one herb per plant. That may sound a bit like flooding the current market, but it seems that even the most common herbs are in such demand that at present, there are those that pay up to 2000 a box for them. This might bring it back down to less inflated prices.
I'd like to see a portable cauldron for the herbalism system, much like the portable woodworkers- since there is a small cauldron over a fire placeable available in the pallet. such a portable item could be very expensive.
The current herbalism system is fantastic, and very stable. If I had to pick one thing that should be changed/adjusted is to make all potions in the server apart of it, by either switching over the crafted potion to the sell at a merchant type, or remove the ones are- so that all potions of the same kind stack- meaning why have a cure light from the crafting, that can't stack with a cure light from the loot drop? Not only is having two separate same types of most of the 30 or so crafted potions, a inventory nightmare-(we want less in the inventory for lag right?) it is 60 items counting to that old 16K max resource bioware bug that likes to mess with DMs logging in.
Thanks for reading!