-Instead of relying purely on RNG, make it so enchantments are unlockable. Study an enchantment using lapis and an enchanted item to permanently learn how to make it. The drawback is that specific enchantments will have a specific resource cost akin to crafting, so weak and strong enchants don't cost the same. This helps prevent the issue of unrenewable enchantment books and makes it so villagers aren't as required to get specific enchantments.
-Rework the "too expensive limit" to instead make it so each type of item, accounting for tool/armor and the material it's made of, has a number of weak and strong enchantment slots that can be filled. Upgrading an enchantment level would not fill up a separate slot. This is so repairing items becomes a viable mechanic and mending doesn't become an absolute must have.
-More sidegrade enchantments that conflict with eachother but are equally powerful, so a player doesn't feel railroaded into using the same exact toolset and instead lets them choose their playstyle.
-Exp should have an exponential growth cap. To get from level 27 to 30 you need ~300xp, to get from level 57 to 60 you need >1000xp, yet a level 30 enchantment will consume the same quantity of levels, regardless of actual xp consumed. It would be nice to have it consume the actual xp rather than an arbitrary level counter.
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