Yes, yes, unsure. Hammer use felt repetitive, uninspired, and even exploitative since you could just pound on to raise armorer skill. But degradation is a very important concept that shouldn't be lost. As I've said earlier, I think all of the crafting skills (smithing, enchanting, and alchemy) should have perk ranks built in to allow limited field work. As I also think should be the case with skill increases; you need to do stuff corresponding to your expertize to gain further experience from doing it. Making my work lunchbox every day for the rest of my life doesn't make me a chef, does it?
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In SR terms - I don't get a better illusionist by casting the same low level light spell over and over when I'm way past those levels.
What I said earlier:
Smithing - Equipment maintenance by carrying heavy repair tools (hammers were a bit silly, I agree) containing spare parts.
Alchemy - Mortar and Pestle, but none of the fragile glassware or heavy calcinator.
Enchanting - Soul trapping and finding soul gems for recharging.
Being a fighter, you're strong enough to carry the repair tools. For others the tradeoff might be too much of a burden.
All the crafting skills could have "in the field use" perks as well:
Smithing - Maximum repairs of 40%, 60%, 80%, 90%, and 100% of current skill.
Alchemy - Maximum potion strengths of 40%, 60%, 80%, 90%, and 100% of current skill.
Enchanting - Soul trapping recharging of 40%, 60%, 80%, 90%, and 100% of current skill.
At skill 50%, 1 rank gives 20% max. So for enchanting, finding a grand soul gem holding 1600 points, in the field you'd only be able to get 320 points from it. What do you choose? Run back to town to use proper tools in a good environment, or is the situation desperate enough to warrant spending that little in the field? Note that only smithing carries a significant weight penalty.