Bellow are the issues I had with Dino loot and the actions I think you should take improve them.
1) Dino loot is especially time consuming to farm.
To build out a Dino artifact/helm/cloak (not counting set bonuses), takes 150 of each of the 4 standard ingredients - for a total of 600 ingredients, and 100 more from the wilderness. At a average of 5.5 ingredients per chest (1d4+3) this requires you to loot ~110 chests and ~19 wilderness chests. At 2 chests per quest this effectively means to make 1 item you need to run ~50 chests and 3 wilderness runs. For isle of dread that is about 4 saga runs. For me this seams quite excessive. I think you should really re-think how much questing you want people to do PER ITEM.
Solution - reduce the farming time by (A) reducing the number of materials to craft an item, (B) increase the ingredients per chest, (C) increase the number of chests per quest, and/or (D) significantly increasing the saga rewards.
My personal view is you should set it up so that you can craft 1 full item by doing 1 full saga run and hitting half of the rares in the wilderness. As people want to incorporate more items into there gear sets they will naturally run this again.
2) Dino Crafting was limited in its effects location.
I realize this is a design choice, but is there any reason why you shouldn't be able to craft an item with multiple Claw effects. I think you should take some time to look at this and decide if allowing more flexibility to item customization is going to be an issue.
3) Dino Crafting was to limiting in its effects.
There are significant wholes in Dino Crafting that makes it difficult and cumbersome to incorporate into gear-sets. I will list a few that stand out to me, others will have there own takes as well.
-No insightful anything in the crafting options
-No quality anything in the crafting options
-No spell lore in the crafting options
4) Additional effects to add the loot table.
Adding new things to the loot table would significantly increase excitement for this pack. This is my wish idea:
-Universal spell critical damage increase: This would follow the same line as potency does to spell power and universal spell lore to normal spell lore. Currently you can get 35% increase to spell critical damage to a specific element via gear, i think making an item that gives 25% universal (non-stacking) would significantly help casters that struggle with multiple elements while still allowing single element casters to retain their dominance for damage.
- I would love to see a set of single handed caster sticks that follow this guideline:
*Single type Spell lore
*Single type Spell power
*Single type insightful spell power
*Salt/Ash/Ooze/Dust/Affirmation/Extra (that work on spell cast).