So the current consensus seems to be that: Someone who has both high combat skills and high noncombat skills ought to have an advantage over someone who has only high combat skills (untradeable, combat-relevant, noncombat skill rewards) However, while this advantage might allow someone to, say, kill bosses faster, it should not allow someone to COMPLETELY EXCLUDE someone without that advantage from high-level content (being crashed at bosses is unpleasant, doing something you hate for many hours in order to be crashed slightly less is unpleasant) Clearly, the solution is to add untradeable rewards to more noncombat skills, while fixing the problem of crashing separately from this issue. I am not exactly sure how this might be accomplished - some have mentioned instanced bosses, etc. There is also the fact that with high-level noncombat skill rewards, training that skill will suddenly become massively more expensive, since if these rewards are worthwhile, many players will wish to obtain them, massively increasing the demand for items that give experience in that skill. Herblore and Prayer were expensive even before Turmoil and Overloads; they're even more expensive now. The problem is that currently, the best methods of making cash (to buy these high skill levels) is by boss hunting (which currently requires these high levels if you don't want to be crashed). See the catch? It's possible to get around this, but the methods required are generally much slower, significantly more boring, or both.