@Wyrdean, you floated the idea first, so that's why I credited you as the point of origin for scabbards. Without your post, I just wouldn't have thought about them making for good adv-mode simulation.
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Being a bit lazy lately, but have been compressing multiple tools into one item for P&F's crafting reactions. For example, instead of requiring a thimble, needle, eyelet awl and shears to make clothes, now you'll only need a set of (material type) clothesmaking tools, whose description lists those 4 constituent parts.
This was primarily the result of coming across the
tumblr of Paul Weber.
Currently thinking that while the single player sandlot aspect of DF sorta offers more playroom than the collaborative adventuring experience of DnD, the multiple tool feature of P&F has run its course. Though for now that's just for travel oriented crafting. Something settler/sedentary like metalsmithing wont get that overhaul.
The whole point of tools for me was that a martially-inclined hack and slash player can always covet and prize their ☼masterwork weapon/armor item☼, while a player who only wants to perform civilian activity is generally ignored in regard to their accoutrements.
I think tool compression here serves this need more effectively than what was offered before. If you're a tailor it's better that you have a ☼set of apple wood clothesmaking tools☼ as opposed to ☼apple wood sewing needle☼, but all the rest having quality of varying level.
And yeah, I know it's perhaps 1% of adventure mode players who avoid combat/questing altogether and instead muck around as clothier Urist, thinking purely in terms of dyes and rope reeds.