Runescape has a great lending system that I can see being pretty useful, letting a guildmate use a precious item for up to 72 hours (or until logout) was also a nice income for those who owned even rarer items. Since getting scammed in any game sucks it is even worse when it's during one of these "trust lends" where a friend lets another friend use their expensive item. I don't know how expensive the rarest items in Fractured are going to be, but after the time limit is up the lent item could return to the owner's chest in their home. I could see this being abused though and having parties lend each other armor sets/weapons before attempting any encounters where they may die, so that all their gear spawns back in one of the other member's chests if they do. There could be a daily limit on lending like 3 or so, or maybe once an hour.
Around the same time I played runescape I also played Adventure Quest Worlds, as of now it's pretty much Chinese MMO tier in terms of being money hungry. But all the items in game came from many different artists all with their own themes/artstyles. This caused a large following in game for two of the main artists, one with a fiendish demonic theme with Miltonius, whose items were really grindy and questlines were all over the place, the second artist had an edgy undead theme with Dage, the Evil, his items were easier but he made a lot more of them. The game developed around these two artists storywise since 2013. The game is still milking these two today, with their art going rare after a few weeks, forcing the whales to continue playing and continue paying for the items.
I'm real excited for Fractured though since the amount of skills it has reminds me of AQW, which also has character customization not locked behind classes. There are 100+ acquirable classes that can just be equipped whenever, so that's hundreds of different skills compared to when it first came out and had just 4 classes and 20 skills. What I'm happy to see in Fractured is that it's already starting with way more skills, and having the option available to mix and match these skills into loadouts, which can be considered classes on their own. What I'm seeing is three of my favorite games mixed together with Path of Exile's friendly monetization, Adventure Quest World's variety of skills, and the survival/strategy elements of Don't Starve all with a topdown isometric view. Poe will never have the horizontal progression and mmo feel that Fractured can, Don't Starve is more of a singleplayer thing, and AQW is dead, so hopefully everything goes smoothly for DS making this. Scratching all four of those itches in one game is not going to come around anytime soon outside of Fractured hahaha