Board Thread:Suggestions forum/@comment-26456694-20160720183203/@comment-26172435-20160721073230

My whole notion of advanced smithing was initiated after a post with a notion similar to this. There have been more suggestins that relate to this (like this and this endorsed one).

I fancy an approach using experience orbs, resources and normal or general mod anvils for lower tier smithing (Lvl I-II) and use of faction smiths (exactly as you describe here) or faction anvils, and experience, alignment and resource requirements, for higher tier smithing (lvl II-III). So, for me, you hit the nail on the head. There's still not telling yet if a similar system will be used though. To me, it's beyond doubt that such would be the most attractive, in terms of lore compliance, fitting the intended gameplay, player acceptance and coding.