Related to my previous comment, does the "Quality Assurance" upgrade keep recrafting a pick until it is not a "bad" pick anymore (whatever that means, see my previous comment) or will it only apply once?
What is a "bad pick" mean in the upgrade "quality assurance"? Is it any pick with a lower quality level than your current one? Is it any pick with all its stats lower than your current pick's? Is it one below a certain level of quality depending on your modifiers? How does it work?
The actual mechanics are a bit complicated (it involves calculating the average stats of a crafted pick, etc), but more-or-less what's happening internally is that two picks are crafted, and the better one is chosen.
This could be as in-depth as you want it to, from just messages (not even the money rewards) to using what enchantments he has on his armor to determine the chance of victory against certain monsters (ice enchantment against dragons and such).
3: Multiple enchantments could be nice, with a slower enchant speed, lower multiplier or both to balance it. You could even add some easter eggs and/or achievements, such as a Silver sword with Magic and Poison being called "Sword of Gryffindor". Probably best when combined with the previous suggestions.
4: Armor decorations. Armor is not just used in combat, but also to show off. Even then, having equipment look expensive, impressive and/or menacing is also a thing I'd imagine adventurers would want. You could add a seperate gem mine for usage in decorations and perhaps for strengthening enchantments. This one would also be the most fun in combination with the first two suggestions.
Do with these what you wish, just throwing them out there.
I agree with what a lot of people are suggesting: Do more with the fact that it's armor we're producing here. Some things that have been suggested:
1: Have "armor requests" come in sometimes from adventurers. Completing a request like this could do a lot of things, from just giving you more money than the sum of the parts to giving achievements for # of quests completed to giving some special secondary currency or something. See what works the best.
2: Another thing could be that an adventurer goes out and automatically completes quests/slays monsters/rescues maidens, etc. with the armor you've given him (obviously, the armor you give him is not sold). Just a textbox with random messages like "Playername has slain Xerneas the Lich and found 5.403G worth of gold in his hoard!" and "Playername was overwhelmed by a troop of Undead Elves and has broken his boots and helmet!" could add a lot to the motivation of the player to keep making stuff. (Cont. in next comment)
Fixed. Thanks for the report!