Sure, that's a good place for me to start. Generally, what I think of as mid-level content is in the 40-80 range, and 80+ is what I consider high level. I'm not suggesting that these should be the standard definitions, but at the very least you'll know what I'm thinking when I use the terms. Now let's get down to business. In my opinion Jagex has been pretty so-so in the past about making any update worthwhile, and only in the last year or two have they begun to get their act together with high level content that is truly rewarding. Tradeable potions at any level don't benefit players who gain the ability to mix them, as they can be bought and used for less money without bothering to get the required herblore level. The only reason you would train the skill was for bragging rights and maybe the odd quest requirement. Then extremes came out, and all of a sudden training herblore to those high levels was worth doing. Prayer and summoning are inherently rewarding for the same reason the new potions were a hit: you have to gain the required level to get the benefits of the skill. Smithing is an example to the contrary. Sure, you get to make new armor, but in reality rune armor is a reward for training defence, not smithing. All you're getting is another way to spend money. Resource gathering is going to be trickier to balance out, because mid level resources benefit high level players far more than mid level players. But there are instances where it is done well because of artificial limits. Red sandstone is a good example of this. The mining and crafting exp you get there is not bad at all, nor is the finished product. If you could camp there all day, what would potion flasks be worth? Likewise, dailies like mtk are worthwhile because you can only do them once a day. The same principles that made these high level updates successful can be applied to mid level content too. Mid level resources that are limited like red sandstone would prevent high levels from monopolizing them and so everyone could benefit. Mid level Untradeable items could be really great if they were done well. For instance, they could come out with a new slayer monster where the required weapon/item to defeat it was untradeable and had to be made with the smithing/fletching/crafting skill. If it had a nice drop (especially an untradeable drop) or the exp was pretty good at those levels, it would be worth the extra effort to gain levels in those other skills.