I came up with a new mod for consoles today.
As always, your lack of willpower will break it.
You need to carry a set of clothes with you.
1. You cannot repair gear unless safe.
2. If you find that armor or a weapon has broken, you must unequip it. (Where the clothes come in, or, in your travels, loot you.... umm.... loot.)
3. After unequipping said gear, you cannot repair it when you are safe, UNLESS you are a Master Armorer.
4. If you are not a Master Armorer, you must have it repaired before you can re-equip your gear. If you are a master armorer, you can repair it from the zero state, only if you are safe.
Couple things:
Keeps you on your toes about repairing gear, however, after a battle, I often find that armor has broken. I either unequip it to have fixed later, or toss it.
Sometimes I go off on a quest, in full heavy armor regalia, only to come home dressed in rags, and various bits of armor and weapons in different stages of disrepair. Once I came home wearing sack clothes.... no shoes, and dwarven gauntlets was all I had left.
Good times to be had by all.
I thought long and hard on gear repair at one point not too terribly long ago. Came up with an far more elaborate 'perk' system that vanilla's. Sadly, I neglected to write it down. My mind being what it is these days....
I do recall that much of it could be 'roleplayed' by consolers and mod-shy computer folk. Some stuff couldn't be implemented sans mod since it involved allowing the avatar to do more than is currently possible at certain perk levels.
As I recall, one of my concepts was that there would be a hard cap to what one's gear could be repaired to "in the field". (I should point out that my thoughts focused on metal weapon and armor, since that's what my avatar uses.) A novice armorer, say, could only repair his gear to 25% in the field. He could travel to one of Cyrodiil's legitimate blacksmiths and under their watchful eye repair his gear to 50%. An apprentice could repair to 50% in the field, and 75% with a blacksmith's assistance, and so on. These are not hard numbers but provided to give you an idea what I was thinking at the time.
Another concept (which again applies more to metal wearers than leather/fur wearers) is repair kits. Let's say the above scenario is based on an avatar repairing his gear with a vanilla hammer. That would now become a simple kit, allowing a novice to repair to 25% in the field. There would also be deluxe (not a good term for it) repair kit, allowing that same novice to repair his gear to 50% in the field. This kit would be far heavier than the simple kit, forcing the avatar to lose much loot-carrying capacity should he opt for the deluxe kit and its extra 25% repair.
It gets more complex. We haven't discussed enchanted gear. How would that be handled? I was thinking of yet a third repair kit, this one possibly weighing as much as the deluxe kit but being terribly expensive. With that kit, however, pretty much anyone at any level can repair enchanted gear, though a novice would be confined to a VERY low percent...something along the lines of 10%....just enough to see him through an important encounter or two.
You can poke holes through all this. Even back when I was seriously thinking on it my ideas never progressed beyond the concept stage. Had they, much of the above would no doubt have been revised if not outright rejected.
For what it's worth, my avatar has long practiced the policy of not repairing gear within earshot of suspected enemies.
-Decrepit-