The way some enchants worked in the previous game was just horrendous. You'd use an item 10 times to MAYBE get a chance of it doing something. And then you were forced to go through the inventory and recharge it with Azora's Star ovar and over.
Similarly, repairing was often needed and again, tedious. Items would lose effectiveness quickly and you'd have to go back and repair them after every combat sequence to be fully operational.
Since mysticism is already confirmed as gone, I can hope that at least part of the enchant-recharge tedium is gone, but I'll say it anyway - weapon enchants can be fixed in a better way - either making them permanent like armor enchants and scale them correctly, OR make the enchants last a lot longer, and after they are empty, say, you can activate the elements or spirits that provide these enchants (for example, fire elemental for a fire-based weapon) that will fight you. If you win the fight, the items is back to 100% charges. This should happen roughly every 2-3 hours of play, and the fights should be based on the enchantment strength.
As for repairs, just make weapon/armor properties start to deter after they are below 50% durability, not after the first scratch.