Getting to reply to things now.
First off, @Miss_S and your inventory system idea.
That is a pretty cool idea, if I am understanding it right it looks/sounds as if you can drag and drop items into chains that you want as a way to organize your inventory. This is more the type of inventory I am used to, being able to organize and sort my inventory the way I want.
There are some things I do take into consideration though, first being I wonder how a younger player would feel about this and how we would get the point across all that information.
When it comes to younger players I have a personal belief that it is probably best to strip all the fiddly bits of systems to streamline the experience so they can just get to the fun/story bits of the game.
I personally sort of enjoy organizing my own inventory in games but I realize not everyone does and it may not even be remotely fun for others.
This is a great place to start the conversation though so thanks for the idea and your drawing!
A search bar is a pretty good idea, I just wonder if it is just covering up for a bulky design though. The single chain at the moment is really hard to navigate, something we are painfully aware of, but it does bring to light the fact that the game has grown so much that there are a lot of items which we need to do a better job of presenting to the player.
An idea we have thought of is grouping items much like the way we group crafting plans so it's a little easier to find things, sort of like what @Drmeh_Orangescope is saying.
This is a pretty big topic which, as I see in the subsequent replies, has a lot of implications.
I used to play Clash of Clans and have played so many games like that so I know the model pretty well, while it has the potential to bring in a lot of money it is only ever a small percentage of players that actually pay for things like this, it also durastically changes the game to a point where we would really need to look at the overall experience and how this payment model impacts all aspects of gameplay.
I personally tend to take the same actions as @Hanna_Brassheart outlined in her reply, I usually stop playing games that require me to wait (x) amount of time or as me to pay to speed it up but that is a personal thing, it is definitely something to look into.
I think you and @Awesome_Lensfun1 and @Xonos_Darkgrate1 touch on the bigger picture which is creating a reason for logging in over longer periods of time which is actually something we are looking into currently but that is about as much as I can say about that.
I suppose it really depends on how your view your initial purchase of the content when it was fresh and new. I play a few MMO's which follow the same sort of model and you are right, after a certain period of time lowering the price does usually happen but I feel like my initial purchase of when it was new and full price was more of an investment for the future production of content. There are a handful of reasons why this model is beneficial to the games as a whole that I think ends up outweighing the negatives.
The lowering of the prices can sometimes be the incentive that players, who aren't currently playing, need to try out the game or the next piece of content so could ulitmately set them on the journey of buying the rest.
There are a lot of ins and outs of business models which makes it quite the complex topic when trying to discuss it, personal preferences are definitly part of that too.
We are looking into all options though so I'm glad people are discussing it and voicing their opinions on such things.