I personally LOVE the implementation of the Enchantment system.
Fractured has put a lot of the 'Magic' back into enchanting by making people use Trial and Error, Experimentation if you would, in order to come up with the best possible combinations. This incentivizes going out and making your 2nd or 3rd, or 20th suit of Cotton armor before you get a chance to come across Spider-silk, let's say. You put one set of enchantments on and examine your handiwork, then you play around with the system and come up with another configuration. In the very beginning, though, you start out cautiously, only trying to add 1 target enchantment onto 1 piece of gear, then going out and exploring to see if that enchantment is helpful, or negligible in your playstyle.
Sure, in this age, you can go out and find Enchantment guides on the Internet, there are some linked in the various forum topics out there, compiled by your fellow testers, and such will continue as long as the game exists, but there's a mystery and magic to enchanting as it is now, if you choose NOT to use these tables. (for beta-testing purposes, I start without the tables, in the previous test, and used the tables in this most recent test, to get a fully rounded experience in the limited timeframe we had to play, for both me, and my guildies)
I accumulated 10 Large Wooden Chests dedicated to nothing but reagents so my Guildies/Friends had plenty of resources to play around with the enchanting system, while being very cautious of rarer reagents we just couldn't acquire much of, trying our best to find alternate builds.
I wouldn't change a thing with the current system, except of course the aforementioned plans to add even more reagents to allow for the unlocking of tier 3 and 4 enchantments, and of course, the armor/weapons with more slots to handle these larger enchantment tiers.` I think ultimately a large part of the in-game economy is going to end up based around the more rare reagents out there.