Theres a few items that have remained unchanged since Gigaschatten implemented them, and a few nwn feats that are irrelevant due to the changes made to feats on Arelith. This is just a general list of things to consider updating, and how.
Herbalism:
Wolfbread croonchy bits/Rotten Fruit: Originally made when you had to pick each individual bullet out and stack them 1 by 1. Made them craftable in bundles, and maybe give rotten fruit a bit of a damage buff. Preferably in bundle form, as ammo needs to be passed through a template to do any real damage.
Tailoring
Small Leather: The same amount of tanning acid used to treat a bear pelt or giant anaconda skin is being used to treat one small rat hide. Bump up the production some to maybe 5 small hides and one tanning acid to create 5 small leathers.
Blindfolds: I guess since blindness is a bit better they might have -some- use, but I've only seen a person use them once. 15 years ago in the Grove. On themselves for roleplay purposes. I remember they were disappointed the buff wasn't permanent. Not sure what to do with this one, honestly. Make it toggle a psedo-blind state on and off? Inflict spot/spellcraft penalties?
Cloak of the caster. Unchanged since its creation. Maybe up the bonuses, or lower the concentration bonus just slightly to make it more oriented to enchantment basin work like the other older cloaks.
Bone Knuckles/Masterly Brass Knuckles: Maybe up the bonuses to make them more in line with mid-level weapons? You can make better stuff even early on. That, or lower the crafting DC slightly so they're more in line with low-level weapons for new players.
Gloves of the Singer: In their original state since Gigaschatten implemented them. Could use a bit of love.
Enhanced Elite Sling: Slings aren't a popular weapon choice to begin with, but the best crafted sling has fewer bonuses than all other ranged weapons weapons. At least give it mighty crits like every other ranged weapon!
Carpentry:
Silver Arrows: Were very situational, back when the Forest of Despair was the primary hunting ground. Far less useful now as shapeshifters are rare. Give 'em a slight penalty to normal damage in exchange for bonus damage to undead and outsiders as well (two races that are susceptible to silvered weapons)
Forging:
Throwing Daggers. The fact you can't bundle them means they aren't going to be used much. Ranged weapons MUST be passed through a template to make ranged damage viable.
From AstralUniverse: On Knuckles:
Brass: +1 ab +1 damage
Masterly brass: +1 ab +2 damage
Steel: +2 ab +2 damage
Masterly steel: +2 ab +4 damage
Greensteel: +3 ab, Keen
Damask: +3 ab +4 damage
Adamantine: +3 ab +4 damage +keen
Feats
Improved Parry: Currently +4 Parry
Made completely irrelevant by Skill Focus: Parry. Maybe make it so the parry skill bonus is equal to that of a basic skill focus, plus add a little bonus (damage bonus, improved damage calculation, status effect on hit? etc)
Alertness: Currently +2 spot/listen.
Again, made completely irrelevant by Skill Focus Spot/Listen, as taking one will give you the bonus in the other. Made worse because it's required to pick up Harper-related classes. Bump up the bonuses, give it Keen Senses, with a bonus to tracking?
Stealthy
I could have sworn this had been changed, but theres no mention of it in the Wiki. Is it still a +2 hide/ms bonus?
Most 1st-Level Only feats, which give one to two +2 skill bonuses and maybe one side bonus.
Artist: Unlock all racial and/or class crafting recipies for ONE crafting discipline
Blooded: Give a bonus vs fear (paper version is a bonus vs shaken)
Bullheaded: Remove the taunt-only save boost and replace it with a vs. Mind affecting/fear spells instead.
Silver Palm: Up the appraise bonus to +5. Gain a bit more favor vs racial checks against npc merchants.
Snake Blooded: No idea. Yuan-ti get this feat for free, which muddies up what to do with this a bit
Resist Poison: +4 vs Poison
Roll it in together with the "Use Poison" feat