Prices and Quality
1) I've seen it somewhere before, but I can't put my hands on it right now. The price descriptions given in the older local settlement descriptions are typically Low (and presumably Very Low), Average, High, and High+ (or Very High). The newer material uses one to five pound symbols. Does anyone remember the percentage price adjustments for each level? I don't think it was as easy as -40%, -20%, 0%, +20%, and +40% . . .
2) Weapons are said to roughly double in price for each +1 improvement in WQ. Given the advantage of higher quality armor, I'm inclined to houserule that armor roughly doubles in price for each +1 improvement in AQ as well. Has anyone thought of some houserules and rationale for the price adjustments of *reductions* in quality? Repeatedly halving the cost won't work as the cost of the materials wouldn't be covered after more than one 50% reduction.
(I know the typical weaponcrafter is going to represent his product as the very best, but let's assume that a customer is specifically looking for shoddy merchandise.)
3) Has anyone developed houserules for price adjustments for improvements in weapon impact, such as a +1 edge impact for a battleaxe than holds an unusually keen edge? I would be inclined to only allow impact improvements to a weapon's primary impact; I don't see a weaponcrafter putting extra time into making a sword with an improved blunt impact . . .
("Oh, 'tis special made for smacking unruly villeins with the pommel, sire!")
All of the above are with regard to pure craftsman skill rather than any sort of Jmorvi enchantment (which would be beyond price in my game - best be ready to do someone a valuable favor or two).
Thanks in advance for your suggestions!