All locations could have a set quality level of their individual resources (some places a character could access "high-quality" stone, other places would have crappy stone). You could still build with the poor stone (also taking into account the skill of the builder), but then the end product using that stone could not be high-quality either. This could further stimulate trade, without completely screwing places that don't trade.
Of course, the quality level should be able to fluctuate depending on the skill of the character. Use an average to figure the overall quality if multiple people of different skill levels are working on the same project, or it could produce separate piles of resources with different qualities. My problem with that is the cluttering of inventories and object pages. A possible solution could be to group all of a said resource in a place together, without a quality description (or maybe just an average), but have a button to view more detailed information and separate the different qualities if wanted.
2. Item Quality
Take into account the quality of the goods, time and effort spent (there should be an option for that [similar to the repair time option], so we'll have the option to spend a lot of time to produce something nicer or to hastily make something that isn't as good - effort should highly affect tiredness), and skill of the manufacturer(s). Deterioration and rot rates should be very dependent on the quality of the item.
The disadvantage to this is to characters like John Woodhouse in Quillanoi, who claim to produce "first-quality" goods. Of course, "first quality" is relative to what you compare it to . . . And I guess pre-existing objects could just be mid-quality?
I would very much like to see more specialization and more effects of the skill system. Currently, I don't see much benefit to someone who specializes in one area, other than maybe finishing a project faster. These specialized workers are quite necessary, and the current system doesn't seem to promote this importance as much as it should.
Comments? This is quite a bit shorter and less detailed than what I had originally, so maybe people will actually read it . . . (I'm personally not likely to read long suggestions

