Currently (without mods), we have a pretty generic Smithing system. Level up, get the perk that allows you to make stuff, choose a generic model like "Sword," etc.
The idea of mine is to somewhat combine current Smithing, Enchanting, Alchemy and add to it and expand it.
For starters, multiple in-game models for each "generic" item crafted. For example, make a "Sword" and you can choose between a few sword models that may have differences in handle length, hilt/pommel design, blade design, etc.
Following after that have perhaps more than just "Sword" that requires the player to find recipes to, for example a book/scroll that teaches the player how to smith a Scimitar or a Sabre rather than the generic "Sword."
Continuing that trend add in special recipes that call for special ingredients with said ingredients actually having innate properties that don't have to be enchanted on later, for example say Moonstone could allow the blade when unsheathed to act like a weaker Candlelight, or Quicksilver reduces the weight of the blade even more.
Further, perhaps (again with recipes), allow Alchemy to become involved in some fashion. Make a Daedric Warhammer that feels as light as an Iron Dagger because you infused the ore/ingot with a solvent.
And finally, color selection (which could be done via Alchemy/Enchanting) as well.
Thoughts?
