Firstly, forgive me if this idea is aleady floating around out there. I don't spend a lot of time on the forums, so it may well be that someone has beaten me to this. Secondly, excuse the rather lengthy post, but I would like to try and get enough detail into it so that my idea is coherent.
My suggestion is that it should become possible to instal crafting facilities in both player and kin houses. These facilities would be player made, but would require the input from a number of craft skills in order to construct. The best way to explain this is by example.
A player-made forge would require the following elements: timber frame, fired bricks, anvil, bellows and coke to operate it. These would be made as follows:
Forester collects wood and converts to planks. Woodworker converts planks to timber frame.
Farmer colects clay and makes unfired bricks. Cook converts unfired bricks to fired bricks.
Prospector gathers ores and converts to ingots. Metalworker converts ingots to anvil.
Forester makes leather from hides. Tailor converts leather to bellows.
Scholar converts vendor-bought coal to forge-grade coke.
This methodology could be applied to any crafting facility.
In order to make the idea attractive to players, house-based facilities would need to have some significant benefit over existing communal facilities. I would suggest the following.
1) Increased chance to crit.
2) The ability to place things into a house chest from a vault. This would be one-way only i.e. you can put things into a house chest from a vault location, but not the other way round.
I would also suggest that these house-based facilities carry some cost, as follows:
1) Initial fee to install or upgrade (look at this as planning permission)
2) Increases in weekly house rental as increased and/or improved facilites are installed (think of local taxes)
3) Repair costs based on use. While we enjoy "free mainteneance" of communal facilites, we have to be responsible for the upkeep of privately-owned equivalents.
Facilities would of course be upgradeable based on the crafting Tier required to produce the components.
In addition, kin-facilities could be an upgrade of house-based facilities, but with considerably higher production costs.
It has always struck me that housing is strangely pointless, and while this idea may not be entirely original, it creates some point to owning a house.
I would welcome any comments or thoughts on this.
Finally, if someone has already posted this concept I again apologise.
Thank you for taking the time to read this.