1. Allow players to turn [color] shard materials into minerals.
Item descriptions for the various shards already indicate that they are small, small chunks of minerals----why not allow players to smash their light shards into a small chunk of luminite? I suggest 5 shards for 1 unit of mineral. 5 shards can be sold to the vendor for 5 crowns total, that 1 unit of mineral can be put into the gate and the player is paid 5 crowns----that's an equivalent exchange, except it now gives common materials an additional use and can sink them from the economy faster.
2. Allow players to turn other 0 and 1 star materials into minerals.
Again, smashing 5 units of 1* materials into 1 unit of mineral is an equivalent exchange, AND gives players another way to remove these extremely common materials from the game economy. I'm not just suggesting this because I need a use for all my Ecto Drops. I really do think this will revitalize Gate Construction. Some players might try to abuse it and troll people with various kinds of gates----but anyone is free to counter them with opposite minerals. I don't think there ought to be a cost to make minerals out of materials, as that would ruin the exchange rate and discourage people from actually using it. I would say that players can only smash 5 of the same type of material at a time (so 5 ecto drops only, not 3 ecto drops and 2 gel drops).
3. Bring back alloys.
...but don't make them as powerful as they were before. Materials that don't have a clear mineral equivalent could be mashed together as alloys, and given enough alloys it sweetens the payout for putting minerals into a given stratum or something. Or alloys that increase payout for a single mineral, not a whole stratum. I like the idea of alloys, but I don't think they were given enough time or diversity to see how that would really work. This thing, I could definitely see charging players for. A crown or CE cost, or both (like crafting, which it would be) would be acceptable I think. If using the crafting framework, 1-5* versions of alloys would be good. It could work sort of like Krogmo or Sanctuary crafting; they're not real recipes, just options that a vendor or machine offers when you're there. For alloys, I think smashing 4 or 5 star materials might be okay for 5* alloys, but that might do funky things to the market for rare materials.
4. Restrict which strata players can put minerals into.
Players should ONLY be allowed to put minerals into strata they can actually play! Tier 1 players only ever play Tier 1, why should they help choose what Tier 2 and Tier 3 players do? T2 players can put minerals into T1 and T2, and T3 players can put minerals everywhere.
Please please please. At least do number 4!
EDIT:
Also, a bonus for allowing the materials to minerals trade: players can get the Master Miner achievement faster. This achievement, along with the other mineral achievements, is just so far out of reach for most players because it takes so much friggin' time! Giving people a way to get minerals outside of picking up a random amount every level makes these achievements something players can just do the math for; it's a lot less time consuming and frustrating, and would make people feel like it's something they can do.
Low level players don't even bother with Dauntless Delver and its ilk, at least make it easier to get other cheevos. It's not like these even give them a prize, just a little recognition. :3
+1