1. Recharging Enchantments over time
Due to Enchanting being a skill again, this probably won't be in. But I always thought it really svcked to have to dungeon dive for a Varla Stone or keep some filled Soul Gems on hand to keep a weapons charge up. If you don't do that, you pay out the ass to get it recharged. I'm not saying it would recharge fast, Maybe 1 point a second (which is about 1 point every 2 in game minutes). That means that for Oblivion's Umbra you would need to wait 20 seconds to have gained enough charge to use the effect again. That is a pretty long time, but if you aren't constantly seeing enemies it won't be so bad. Of course Waiting or Resting would recharge the gear faster, as would fast travel.
2. Not Wasting Charge with Attacks
Let's use Umbra again as an example. Say you do 10 damage per attack to a foe, and the foe has 200 health. That means it takes 20 hits. How fast can you hit an opponent 20 times? In 30, 40, maybe 50 seconds tops? Umbra's enchantment is Soul Trap for 120 seconds. Which means in the time it took you to kill the enemy, the effect wasn't even halfway done. Yet, you hit them 20 times. This means you used it once at the beginning, then wasted 19 attacks worth of charge on your foe, which amounts to 380 points of charge. That is almost 1/5 of the total charge completely wasted. My idea is that if an effect from your weapon is still on an enemy, than it won't use the charge up for that effect. So with Umbra you would have killed him and only used 20 charge, as the effect didn't keep being reapplied.
Another example is for Chillrend (Level 25 Version):
Frost Damage 20 Points = 34 Charge Points
Weakness to Frost 35% for 20 seconds = 18 Charge Points
Total Cost per swing = 52 (With a full charge of 4160 you get 80 strikes)
Ok same rules as above, it will take you 20 hits to kill the enemy, and it will take you 40 seconds. In Oblivion, this would cost you 1040 ((34*20)+(18*20)=1040) charge, or 1/4 of the total uses for the effect.
With my idea, Weakness to Frost would only be used twice as it lasts 20 seconds and it took you 40 seconds to kill the enemy. This means that it took you 716 charge instead of 1040 ((34*20)+(18*2)=716). That is a huge savings, making the weapon last much longer.
3. Changing how Enchanting Applies to Clothing
Ok, in Oblivion, playing as a Mage kind of svcked, as you got to wear a fraction of the clothing a warrior got to wear, as a Robe covered the Chest and Legs. People who liked the snazzy Mythic Dawn Robes were at a larger disadvantage as it covered feet and hands too. This mean that while a mage only got 20% chameleon from enchanting their Robe a warrior could get 40% (if comparing armor to a normal robe) or 80% (comparing to the Mythic Dawn Robe). That is anywhere from 2-4 times better enchantments just for not wearing the staple of mage clothing. Why was the magical enchanting process more beneficial to everyone who wasn't a mage?
Anyone who is familiar with the additional scripting of the OBSE or just making armor in the CS knows about Equipment Slots. Basically, it tells the game where an item is equipped so you can't wear multiple pairs of pants and whatnot. There are Pants, Shirt, Gloves, Boots, Head, Ring1, Ring2, Amulet, and Shield. Any of those can get a clothing enchantment on it. Using Chameleon from above it means a non robe wearer can get 180% chameleon, while a robe wearer can only get 160%, a Mythic Dawn robe wearer can only get 120% (I know it isn't the best example, but it makes my point, NOT wearing a robe makes you a better mage as far as enchantments).
How do you fix this? You make the enchantment based off of what slots are used. So a regular robe would get a maxed 40% chameleon instead of 20%. Of course to make it fair, you would still need 2 filled Grand souls to get the maximum, the same you would need to enchant a shirt and shoes. And MD robe would max at 80% but still need 4 grand souls to do (Chest, pants, gloves, boots). It's only fair right?
The other thing I would think would make the enchanting of clothing a little bit fairer is basing how much of an enchantment you can get on specific spots. Like a Chest item gets 20% chameleon, but as a pair of gloves is smaller it would only get 10%. It might keep people from being able to stack super godly enchantments without having to enchant EVERYTHING (You could get 100% chameleon with 5 items, leaving 4 items left to be enchanted. I would never try and take away 100% chameleon from people, but I would like them to not be able to get it without enchanting all their gear. This is my proposed chart:
Shirt: 20%
Pants: 20%
Shoes: 10%
Gloves: 10%
Helm: 10%
Ring1: 5%
Ring2: 5%
Amulet: 15%
Shield: 5%
Total: 100%
As I said before, it doesn't stop you from getting god enchants, just makes it harder. Anyways post what you think, or any other ideas, standard discussion and all that.