Since crafting is a more significant element in SK, I was thinking it might be worth to expand on crafting in a way similar to weapon modification in Wasteland 2. Crafted items could have 1 to 3 "mod slots" depending on item type (a sword might have hilt and blade) and each slot could take one mod or enchantment of the appropriate type. A blade might be able to take the "fire blade" enchantment or have the "mithril wetstone" mod.
This is not entirely dissimilar to existing extra trinkets and items that a unit might have, and enchantments are on units too (a hero might have a wetstone to increase crit chance, and be enchanted with fire attacks) - the difference is that instead of being associated with a unit, both are associated with specific parts of a unit's items. This can help create a more visceral feeling for building up your units, and since it wouldn't be readily possible to have "fire blade", "poison blade", "frost blade", etc on the same blade, it would be possible to have the balance of the individual mods be considerably more powerful than in a version where all those effects could be stacked.
Furthermore, since magic and physical based "mods" would become a commodity in the game, they could be quest rewards and there could also be unique mods that are worth taking risks for - while being a bit more flexible for the player. Instead of "The Hammer of the Gods" item that is only suitable for particular units or heroes (and might not fit your unit line-up at all in a particular game), you could find the "Divine Blessing" mod which could be attached to whichever hero/unit's items that fit your strategy.