I have been, as all of us have, waiting for your update for a long time. It was pretty heartbreaking to hear what had happened with your data. It is good to see there is a strong list of additions and reorganization going into your update. No matter what the outcome, everyone should be happy you’ve taken the time to address a large QoL item.
After reading through your list and the comments and suggestions of others, I just wanted to share my feedback.
General
Someone posted in regards to deciding what makes the list now and what that means for the future. I think this is the most useful comment (one I’m sure you’ve discussed). Adding some things while precluding others now may make sense but as time goes on and more items are added, what happens to Mat Storage and how items are selected for viability? As you and other people have pointed out, Mat Storage is not the answer for everything. The LS map ‘currencies’ have proven that there is a fundamental change in how items behave: they are multi-currency and recipe ingredients in one. How do you sort something like that long-term? I believe from a long-term perspective, classifying them as materials is correct as eventually the currency requirement for existing players will eventually become null making them not valid for the “key ring.” As design philosophies change, so are the requirements to manage classification and handling of all of them.
Overfeeding Items
I’ve seen comments on various items that should or shouldn’t be added based on accumulation rate. I would definitely say that items that are dropped (fed) to players are higher priority items than chosen/bought items. I concur with the people that elect several of the MF items to be removed from the list. There is always a split in how people play the game, even from a crafting level. Some people get everything at once and others accumulate over time. Personally, I am a bit of both. The items I would like to see added are the scribing cores and the similar items that are dropped and fed to us. This also applies to Collection specific items. These, however, are more suited to be addressed in the post-acquisition state of the collection rather than by Mat Storage. Simply removing the drops after you’ve achieved the goal is the right way to address these items.
Luck is probably the only other niche that is worth commenting on here. Not having achieved max luck, I am still in the consumer state unless specifically needed for recipes but afterward these are crafting materials only and I believe strongly worth replacing a few of the other items on the list. I would also say that the ability to salvage essences for lower tiers is something worth adding since obtaining a Legendary Essence after maxing out means delete or bank slot.
Marks to Crests
I agree with the comments that Crests are effectively gems at this point in the game cycle, suiting probably 90% of usage to achieve Amalgamated Gemstones only and are fine candidates to be adding to the Mat Storage based on this. I do want to make a much larger suggestion about the entire square gem set: remove them or make them more useful. Without mapping everything side-by-side I can’t tell if they overlap with gemstones entirely as far as attributes go. The lower tiers cannot be promoted and at the rate they drop (or don’t drop) in-game, I feel removing them may be the best solution. The other solution would be to promote them work functionally like gemstones holistically, including Mat Storage. They are a weird niche in the game that doesn’t to seem have any consistency.
All of the work is appreciated! I definitely appreciate the “should” versus “can” attitude on vetting items.