Enchanted tools and items of the same type (not tier) could be consumed in an anvil to repair without limit. Say you have a netherite pick with 3 max enchants, this adds up to some value like 2.5k for tool durability, and 1k for each max enchant for 5.5k repair value. Then you have a diamond pick with one max and one mid level enchant for 1.5k +1k + .5k and (x.5) tier drop penalty for a total of 1.5k repair value of the netherite tool. so 5 of these diamond picks would fully repair the netherite one. Right now mending is critical because durability is broken after stone tier and gets worse as you go up. A stone pick can replace itself 44x, but netherite’s 2.5k durability has no hope of mining the 4 debris and 11 diamonds it takes to replace it. So on durability use alone its running a deficit and this doesn’t even account for your lost enchanting efforts. Also a netherite pick is not “an optional late game luxury” because all it does is mine things a bit faster, so what’s the point if all that time saved is dwarfed by the replacement time? I’m not on team mending either because the one and done gear setup is both boring and dispensful of all the previous mechanics. Instead both experience and items will be consumed in a balanced way to save you from repeating the enchanting grind. Every new enchanted item in a chest is not just trash. Gold wouldn’t have the tier drop penalty, actually giving it a reason to exist… And levelled up gear villagers would retain their usefulness.
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