While we're making sweeping changes, I would encourage the Dev Team to switch the bonus conferred by gold gilding. As it stands, gold gilding provides an Influence bonus. This is positively useless in nearly every circumstance outside of a DM or (A)MPC plot in which an Influence roll is called for. Consider:
-- Casual RP - Stat rolls are nonbinding (i.e., the other party doesn't have to acknowledge them), and rolling Influence for any reason in a casual setting is widely derided and disliked among the player base. Unless someone asks for it, the likelihood of you rolling it voluntarily is slim.
-- Antagonistic RP - Unless the antagonist is a villain or (A)MPC who has graciously called for an Influence roll, this is the same as the Casual RP scenario. (N.b., I can't recall ever once seeing this happen.)
-- PvE - Malthor in Perfidus doesn't care about your Influence score.
-- PvP - The time for rolling Influence has passed.
MAB, you've even said yourself that the rationale behind changing electrum is to make it the best of both worlds between silver and gold . . . except gold on crafted equipment doesn't confer corrosion resistance. If things are being balanced for the sake of fairness, seeing gold bumped up into doing something actually relevant would be nice.
Apart from that, I feel that the overall changes being made are far-reaching and that some should be reconsidered.
The impact to ranged weapons, especially, seems unfair. Yeah, the feats exist and can balance out the changes, but not everyone who uses a ranged weapon has the feats. As it currently stands, many ranged characters, even with the feats, would struggle against or get crushed by a melee character who manages to close the distance, but now the Team wants to create a disparity between the bonuses conferred by crafted items? Come on, man. Leave the ranged weapons at +3. Don't punish people for not "playing the meta" with their feats. This is D&D. There is no meta. I don't even play a ranged character, and this hurts to see.