:Current System:
Spirit Bond gear, obtain the follwing
1-30= Grade I
30-40= Grade I-II
41-50= Grade II-IV
Melding Rate:
1st Materia=Freebie
2nd Materia=Pray to God
3rd Materia=Sell your soul
4th Materia=Sacrifice your first born
5th Materia=Pledge allegiance to the Devil
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With that out of the way you can easily see that the issue with the current system is it's way to luck based, it just doesn't make it fun when it's main audience are those who either feel realllly lucky or have a lot of gil to spend. When you consider the variables it takes to even obtain a grade IV people are less reluctant to attempt to meld in fear that if they want to meld a 2nd time they may break it. Even though 2nd materia meld can make for a potent piece of gear it just doesn't leave the window open enough to make it a fun concept.
Where nearly half of the materia can be considered junk materia because people don't want to take the time to meld crappy pieces onto a piece of armor.
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Concept #1 Synthable Slots:
With this concept materia would work as followed Grade I-III would have no variables but Grade IV would still have variables.
With synthable slots based on the lv of the gear there would be a limit to how many slots they could handle
EX:
01-10=1 slot
11-20=2
21-30=3
31-40=4
41+==5
When a piece of gear is synthed it automatically starts with x number of slots based on it's lv so if you synth a Hart Guisrame it would start with 5 slots. The 5 slots would never be randomized and always be the same such as this:
1=STR/DEX/Heaven's Fist
2=DEX/PIE/Heaven's Eye
3=STR/PIE/Savage Might
4=Battledance/HF/HE
5=Battledance/SM/DEX
Basically you would be able to any of those materias into the specific slot.
When slotting materis you would have to start from Grade I and work your way up. For all slots the first I would always be 100% but as it follows on the success rate would work as followed:
2=90/85/80/75/70%
3=75/70/65/60/55/50%
4=50/45/40/35/30%
5=25/20/15/10/5%
When you fail the shance of break would be
2=5%
3=10%
4=25%
5=75%
When you break, you only lose the slot, but even if you lose the slot you can replace it with a new synthed slot and may even be able to alter the materia you can put on it.
The main basis of a crafters influence on materia would be the ability to make slots for the weapon when they break.
With the current system it creates two sinks for gear leaving the system, one is spiritbonding and the other is breaking a meld. But honestly you would not need the breaking from meld if you made the materia system better since then people would be more willing to spiritbond gear and said gear would be leaving the system faster then from the secondary sink aka breaking a meld attempt.
Basically this concept would encourage people to use materia they otherwise may not use because of the current system. In a system like this because of slto limitations players would be more willing to put a status eilment materia into a slot if it was the only option they had since it's better then adding nothing.
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There are other concepts in my head based on what's been brought up here, but I honestly think a system like this would be the best to allow people to actually customize gear rather then just make it a rich man's game.