I agree with this. While I see the artisan's workshop as a seriously misguided rework of smithing, I appreciate the elements you touched on that they incorporated into it. I think it's a positive direction to move into taking 6 minutes to create one item. Mechanics like hitting the hammer at different strengths and creating the right item for 10% more experience appeal to me. I'd prefer if other skills were like that, in that levelling wasn't completing the process tens of thousands of times, but individual actions. Another thing I like is the recent lava flow mine. It is possible to completely afk it, although better exp is awarded for switching lava segments. Further, the random events of the area (nymph, the boilers, the pickaxe) all are worth the time spent doing them so it is in your better interests to pay somewhat attention. In contrast, skills like prayer are trained by starting to altar your bones, afking, withdrawing, afking, repeat. If there were things like (idk, angels?) that could appear and grant you some reward, or burn all your remaining bones at once, there'd be incentive to play interactively. You could, however, still afk it. An example I had when the beacons and adze (forget quest name) were released was that: You are at the top of a beacon tower, with equipment showing things like wind speed, direction, visibility, etc. and you build more effective fires for better experience. For example, if there was good visibility you may need to only use 1-2 logs, if it was raining you'd have to soak logs in oil, if there was a strong wind speed blowing south start the fire at the north, etc. I had envisioned each fire taking a few minutes to create, for several thousand experience (or equivalent). Instead, we got clicking on a beacon and lighting it instantly. I realise, however, that eventually even options like artisan's workshop and lava flow mine become grindy.