Seems you've summed it up pretty well there, brony. :3
Just to be clear, I'm not insisting on the builder thing; only putting it out there to see what peeps might have to say about it. If anything, I at least wanted to demonstrate that cycles of creation and destruction (if well balanced/applied) could lead to better in-game economies. I guess I'm just sort of a more radical kind of RO player that somehow wants to see RO step/grow out of its box, though I also have no problems with balancing my tendency to do so considering the sense of comfort/security that also comes with simply growing the box; I do agree with your points, but I hope I can be forgiven for thinking a little *understatement detected* too far ahead of things. :)
You're right about Inertia to be somewhat lacking that classic RO PvM feel - something I confidently believe will be addressed by your solution to scale up monster power levels (thinking back to that discussion, I did a bit more research and realized that some of the highest lvl pre-re mobs were at around lvl 160, so this would affect the discussed scaling proportions as I believe I had wrongly asserted that monster max level was 99 only XD), along with modifications that would make them even more challenging, but fixing this alone then leads to problems that eventually seem to plague low/mid rates that survive long enough to manifest such: A problem I've observed in long-running low/mid-rates is instead of or aside from zeny inflation, they end up having an over-abundance of mid to high tier stuff that piles up, seen through massive seas of vendors. Ultimately, the natural way that gear (regardless of its quality) gets taken out of circulation within the game economy is when players quit (if they decide not to give or sell ther gear away), but the last time I checked, having players quit is definitely the last thing any server wants to happen XD. The option to decard does help mitigate this; one tends to not simply sacrifice a mediocre piece of gear with a good/great card at the hands of the upgrade NPC as overall drop rates get lower. I'm not sure if the lack of item sinks (either cards or gear) would be something that can be considered a serious problem with the drop rates you have in mind (at least not in the short term), might be a good idea for some sort of either
a) a recycler NPC which could turn gear into different amounts and/or types of "raw material" determined perhaps by the refine rate, grade (light/medium/heavy for armors, weapon level for weapons), and quality (common, rare, very rare, or custom), or perhaps...
b) some sort of pawnshop/museum NPC which would work similar to the recycler, but would give the player either a fair amount of zeny (easier to sink /gg), or some other valuable "artifact" that could be used in some "magical" interesting enchants or some other quest.
c) more uses for nearly useless cards that would at least do justice to their drop rates. Lots of ideas for this... one example: an NPC in any of the game's casinos which buy any quantity of any of 13 randomly selected basic monster cards (selection could prolly change at either daily or weekly intervals) for a decent amount of zeny for each card; backstory: "The cards would be used to create high-end specialty/collector playing card decks for our high-rollers and enthusiasts"... Would give players a reason to hold on to ANY card knowing they'd have value at some point.
Going back to the classic RO feel; might help to get that old feel of exploration back if custom NPCs would be placed in ALL towns instead of having them in a main town. Might also help to condense "ease of life" features into at least 1 or 2 NPCs that feel like a kafra for all the other extended features. I have nothing against main/custom towns, but the purists do seem to like hanging out in the classic towns depending on what their in-game routines are.
As far as additional content is concerned, methinks any features
mostly taken for granted in HR/SHRs that deviate/expand (ex. custom player commands or 2nd to 4th(?) armor slots) from "pure/raw" RO deserve their own backstory and quest to unlock (or perhaps as faction perks?), perhaps could be done similar to how platinum skills are obtained, or maybe through some item that needs to be in a character's inventory. I believe such would add that extra bit of value/investment to a character/account. Example: @storage and/or @warp could be something that can be used only when a hefty(?) weekly/monthly zeny fee is paid to the kafra corp. or maybe through a special magic kafra "thing" (perhaps storable/tradeable/vendable for players to transfer/give//sell) as a quest reward; could prolly even have limited time versions of such as part of the newbie/starter pack.
Still got lots more to add in terms of concepts and details (so much more already scattered everywhere in the forum), but overall still a bit too murky until certain parametric limits are full decided on: max blvl/jlvl, slots, zeny farm rate/method.
"Never attribute to malice what can first be attributed to incompetence."- Hanlon's Razor
"If the model fails to conform with reality, don't try to change reality, change the model instead."
"Invention is a combination of brains and resources; the more brains you use, the less resources you need."
"The biggest room in the world is the room for improvement - what we can measure, we can improve."
"Though we can choose to ignore reality, we simply cannot ignore the consequences of ignoring reality."
"A problem well stated is a problem half-solved."