Blunted ammunition for arrows, bolts, and throwing daggers added to crafting might be nice.
copper/iron/steel
no bonus dmg - instead change dmg type to blunt and add a low stun chance/duration, which increases slightly based on material?
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Adding belts and gloves to tailoring in some capacity, or belts to leather working in some capacity. I realize balance is carefully looked at, so it might be tricky, but there do seem to be some missing things in comparison when it comes to pelts (and I haven't seen all the pelts yet), but something that focuses more on concentration/spellcraft/or some small dr to keep in line with drops, once enchanted of course, would be nice.
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I might advocate for some of the higher end metals to be made comparable to steel in damage, even if it's splitting the additional damage between the elemental and base wep dmg type.
Sonic or acid metal types comparable to the other elemental types for things? More complicated ores for these?
I really loved the challenge of trying to figure out the artificers brass, though all the false leads were a bit frustrating - that aside, adding some new and neat things if there are new dungeons in the works would be pretty amazing.
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Instrument crafting possibly added to wood working? Nothing super complex, but that would be useful for performance/influence/ and/or bardic type chars.
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Mid to higher end shape changer/vermin/animal/and other creature type dungeons would be nice - Though of course I realize there is limited areas for such domain wise.
Adding in Forlorn might be a considerable option for some new things? It seems like a whole host of things could be dumped there and the land could be one of the more hostile ones like the jungle but more at a mid level range? (i.e. 13-16 ish?)
https://ravenloft.fandom.com/wiki/Forlorn Just tossing some things out there.