I've been thinking of rewriting the WSAs for all weapons.
Something that always bothered me was that there are 272 WSAs, but only about 30 of them get used. Also, EBs are almost universally +1. There is very little reason to ever get your EB over +1. (BTW, I have discussed with with some of my players, and the results have been in Theory, they look good, but we won't be doing hard core in game play testing until we start a new campaign. So, before I introduce the new rules...
Here's the basic concept:
All flat cost WSAs become Weapon Augment crystals. The max number of augment crystals you can have on a weapon are dependant on the weapon's INTERNAL Enhancement Bonus.
Many of the WSAs are rewritten to be scalable with DCs and number of damage dice increasing with the number of Internal Enhancement Bonuses.
External Enhancement Bonuses, like Greater Magic Weapon and other buffs still work, but they have no effect on a weapons secondary features. GMW no longer works with Defending, for example.
Also, a number of powers require you to "spend" your EB, but the EB comes back over time. Spending EB doesn't effect calculated secondary effects. Once you figure out a +3 Flaming sword does 2d6, decreasing the EB to +1, doesn't decrease the damage. A weapon that has a Fear effect at DC 15, goes up to DC 19 in a +4 sword. Spend the EB down to +2, and the DC remains at 19.
However, primary effects of EB, like to hit and damage still are reduced when you spend EB down to activate various Powers.
For example: Defending regenerates your EB every round after being spent. But if you spend your EB on a WSA like Drain Level, it takes maybe 8 hours to regenerate.
Ive got mroe written up, but I'm not looking for details or suggestions on the rules, I'm more looking for an over all opinion on the idea. Would this encourage you to have weapons with a higher EB? Would the scalablity of your weapons when you advance in level make things better?
(GTG. Post if you think this has possibility or if I'm way off base.)