Suggested Improvements
 
The Following is what I have recieved from fellow players and my own ideas for improvements to repective skills.  This is pretty long with a lot of good ideas and suggestions.  Please give me as much feed back as possible on all of the suggestions listed below or if you think I have missed something adn it should be added.  Just e-mail me HERE.
 
Archery

Time Delay:  Cut down on the Time delay.
Running:  Be able to shoot an arrow while running.
Bonuses:  Bring back strength bonus, not a big bonus just a little bit of a bonus.  Implement a Speed and Accuracy bonus for players with high dex.
Potion:  Be able to drink potions while you still have a bow armed.  As it takes two hands to use a bow, being one hand for the bow and one hand to take out an arrow and arm the bow.  You should be able to take out a potion and drink it, instaed of arming the bow.

Bowcrafting

Carving Shafts:  You should be able to get more then 1 shaft per log/board.  maybe like 10 shafts for every log/board carved into a shaft.
Repairing Bows:  Bowyers should be the only ones to be able to repair any kind of bow.
Selection:  More types of bows added.  Read Below.

Carpentry

Add:  Vanties, Fireplaces  (95 carpentry), Marble Tables (GM Carpenter), and Stabling Posts for houses.
Amount of work/logs:  To go up even 0.1 in carpentry has become horrendous. I see smiths whining every day about how hard acheiving GM smith is and I laugh. I tried that on SP, and while difficult, it's quite acheivable and the by products ( armor and weapons, make excellent cash as you work ). On the other hand, I use 2000-3000 logs to gain 0.1 ( optimum items and eating status, if that matters ) and my by products either are totally valueless ( easels ) or very close ( staves ). Without a doubt there are more people smithing out there, so that should be slower if OSI's claims about amount of people using skills is correct.  And if I wasn't so stubborn...what is the point of GM carp anyway? Abbatoirs and pentagrams? Hell, GM carps should have many more craftable items.
Items to wood:  Carpnenters should be able to take items and make then back into useable wood.  Like smiths have with re-smelting.

LumberJacking

Wood One:  More wood from trees when you are a GM Lumberjack and every tree should give a GM at least 50 logs.
Weight of Boards:  Whilst boards at 1 stone would be reasonable iRL, OSI have proved this is not a reasonable world when items like huge tables and thrones also weigh 1 stone. 20-30 stone of wood make a 1 stone piece fo
furniture???? Conversely, 3 stones of ingots make 5-10 stones of armor/weapons. Why do smiths get light resources but we don't? If OSI wants realism, we should all get it, not just smith favoritism as it currently is.  The heavy weight of wood make it difficult to purchase large sums of boards at once without trust/3rd party intervention. It's quite easy to transport/sell 3K ingots in  a hit, but wood is complicated/requires trust.

New Concepts
 
Range:  As it stands now, if you can see your target you can hit your target.  In order to show diffrences in some of my weapons, I assume that weapons will have differnt ranges.  I have defined them as Short, Mediam, Long, and Very long.  I have not set specific tile counts to the ranges (just as I have not given specific numbers to weapon damages.)  Some mechanism for telling a player when a target is out of range would have to be created.

Tinkering and Crossbows:  Crossbows are machanical in nature, more kin to clocks and sextents then other bows in their makeup.  For this reason, I think Tinkering should influance their construction.  Specificaly, once a bower has made a crossbow or heavey crossbow, his tinkering skill should help increase the quality class of the weapon.  The high quality heavey corssbows of two GM Bowers would still be the same in all respects, regardless of their Tinkering skills, but the Bower with the higher tinkering would produce them more often.

Diffrent Kinds of Wood:  This works like the Ore system for miners.  When a Lumberjack goes up to an Oak tree, their is a chance he will get Oak Logs, based on his skill.  The special woods can change the properties of items made from them.  Some would make items lighter, but less durable, others more durable but heavey.  Still others would make items lighter or more durable with no drawbacks.  Finaly Yew Trees could grant wood that makes items more durable AND lighter.  Of couse special wood need to be harder to work with then normal logs.  The better the wood, the harder it is to craft.

Diffrent Types of Ammo:  Many have suggested that archers be able to fire diffrent kinds of ammunition from their bows.  I have included of section of arrows I would like to see, but only after some hesitation.  I see two possible problems with "trick" arrows.  First, many would create spell effects, without the limits of casting times, regs, or mana.  Sit back and picture takeing four or five expolsive arrows.  I can hear the PKs grining now.  I address this is three ways.  First all of the powerful arrows have some drawback.  For example, I give the explosive arrow a major penalty to rate of fire (you handle explosives in a hurry and see what it gets you!)  Next, all special arrows requite two skills to make.  Finaly, I feel that only arrows should be "tricked up." (There are two exceptions to this.)  In game terms this limits the range and damage of the arrows, since they can't be fired by the dreaded heavey crossbow.  This is also realistic since the enlarged heads trick arrows would require couldn't fit in a crossbow anyway.  The other problem is decideing which arrow will be fired.  Right now this is a no brainer.  If you have a bow, you fire arrows.  If you have a crossbow of heavey crossbow you fire bolts.  I feel that by placeing the ammo type desired in the left hand, this problem would be addressed.  This also lets you use the existing and upcomeing arm/disarm tools to change arrows.  Changeing arrows would trigger the same delay as changeing any other weapon.

Monster's Useing Bows:  Someone very correctly stated that it makes no since to have monsters that can't use bows.  I think that OSI sould arm some monsters with missle weapons.  I have noted that some of my weapons are Primative or Tribal.  Primative weapons appear in the hands of anything that can use a club, but are not seen with crafted weapons.  Trolls for example.  Tribal weapons are in the hands of monsters that have started to craft items, such as Orcs and Lizardmen.  Other bows and all special ammo (with the possible exception of poisoned arrows) are beyond their ability to make.
 

New Skill
 
Thrown Weapons:  Many of the new weapons I came up with do not use a device to project their ammunition, but instead use the wielders arm.  Such weapons have their damage and range modified by the users Str. stat (the stronger you are the farther and harder you can throw the weapon.)  I am assumeing that no archery weapons will recieve the damage bonus for Str. (did that ever go in?)  A thrown wepons that misses appeares in a tile near the target, just like arrows and bolts do.
 
Changed Items
Some existing items will need to be modified for this system to work.
 
Spears, Daggers, and Hatchets (All are Tribal):  Spears and daggers would be much more versital under the new system.  They would become the only "mixed" weapons in the game, acting as both reanged and close combat weapons.  All could be thrown at mediam range.  However, if the target is standing right next to you, they would function as they do now.  Code would need to be added to prevent you from throwing away your last weapon.

Bows and Crossbows:  Bows should be renamed Long Bows and given long range.  Crossbows should stay as they are, and be given long range.  Heavy Crossbows should have their rate of fire reduced slightly and be given very long range.  I feel that the Heavy Crossbow should remain the most powerful archery weapon in the game.

New Bows
In eash case, the skill or skills needed to craft a weapon will be show after it's name.

Dart:  (Bow Craft, Tribal) This is the weakest of the thrown weapons.  The damage of the weapon would be very low, but it would have the highest rate of fire in the game.  Darts are also used as ammo for some of the weapons listed bellow.

Throwing Axe: (Smith)  This is a axe that is balanced for throwing.  I has a fair rate of fire and medium range.  It can be used in hand to hand combat, but performs this role poorly.

Boomarang: (Bow Craft)  When this medium range throwing weapon is tossed, two skill checks are made.  The first is to hit the target.  If that check fails, then the next is to see it the thrower can catch it as it returns.  Boomarangs that hit their target have the normal chance of staying on the corpse.  Failing the secound check drops the weapon near the target half the time and near the thrower half the time.

Javelan:  (Bow Craft, Primative)  This is a spear that is designed just for throwing.  It has long range, and the same damage as a short spear.  It can not be used in hand to hand combat.

Bolo:  (Tinkering, Tribal)  Three wooden balls or stones of equal weight, connected be a cord.  This weapon does little or no damage, however it entangles the target, createing a Paralyze effect.

Sling: (Tailor, Primative)  Slings have the advantage of never running out of ammo.  Their are always small stones or other small objects around to pitch at a foe.  They have low damage and medium range.

Sling Staff: (Carpentry and Tailor, Tribal)  This is NOT a slingshot!  Sling Staffs are long staffs with a Y at the end.  In the Y is a sling style pouch.  Large stones are places in the cup, and the staff swung to toss then forward.  This gives them medium range, and better dammage then a sling.  Like the sling, they never run out of ammo.

Blow Gun:  (Carpentry, Tribal)  This is basicly a short hollow tube.  The user put a dart in it, and blows real hard.  This send the missle to medium range, but the damage is the same as a normal dart, with no modifcation for Str.  Polititions can hurl the darts to long range, given the amount of hot air they can store (sorry, couldn't resist.)

Hand Crossbow:  (Bow Craft)  This is a very small crossbow that fires darts to long range, for slightly greater damage.  It has the same rate of fire as a Crossbow.  However, it can be used one handed.  Doing so makes the rate of fire twice as slow, but it would be the only Archery weapon in the game that can be used with a shield.  Hand Crossbows would be the most difficult weapon for a Bowcrafter to make, and only Tinkering Bowmakers should get Exceptional ones with regularity.

Short Bow:  (Bow Craft, Tribal)  A short simple vertion of the Bow, this tosses arrows to Mediam range for normal damage.

Compound Bow:  (Bow Craft)  This is the "Modern" bow.  Gears on both ends of the bow decrease the strenth needed to draw the bow, and hurl the arrow farther.  This bow has normal damage, but can fire to Very Long range.  It is between the Crossbow and Heavy
Crossbow is difficulty to make.  Tinkering can improve it.

Silver Bows:  Need wood and ingots, make it so that only 95 or even GM bowyers can make them, maybe even have to use blue ingots to make it.

New Arrows

Poisoned Arrow:  (Bowcraft and Poisoning, may be Tribal)  Actualy, this is simply what you get when you use the poisoing skill on any arrow, bolt, or dart.  No change in the weapon's performance, a hit target is poisoned.  Strenth of the poison is reduced by one catagory, due to the very small dose delivered.

Armor Pierceing Arrow:  (Bowcraft and Blacksmith)  The arrow is given a very dense metal head, capable of punching through armor.  Both arrows and bolts can be modified in this manner.  The arrow has it's range and damage reduced.  However, the targets armor negates very little of the damage.  This means that fired agains lightly armored wizards, the archer is loseing damage, but when fired agains a Knight in a full suit of plate, his has a great gain.

Flight Arrow:  (Only Bowcraft)  This is a arrow that has had it's normal arrowhead removed, in favor of a simple sharp wooden point.  The resulting arrow has a longer range, but a reduced damage.  Some would consider the exisiting arrows to be of this type.

Sheaf Arrow:  (Bowcraft and Blacksmithing)  An arrow with a flat metalic head.  The metal head make the arrow heavy, thus reduceing it's range.  However, it creates a larger wound, and thus does more damage.

Barbed Arrow:  (Bowcraft and Blacksmithing)  Also called the "War arrow".  This is the arrowhead most arrows seen in movies use.  The head is flat and swept back to a pair of sharp points.  As a result it make a large wound going in, and an even bigger one when it is pulled out.  Damage is greatly increased, but with a reduction in range.  This arrow also tends to blut with ease, so armor obsorbs a higher percentage of the damage.

Flame Arrow:  (Bowcraft and Alchemy)  The end of this arrow has a ball of pitch on it, just behind the arrowhead.  The pitch is lit just before it is fired.  The arrow stabs into it's victem, and then holds the burning pitch to their flesh.  This hurts, a lot.  Target takes two wounds, one from the arrow and one from the fire.  The range of this arrow is reduced, and it has a slower rate of fire (which takes into acount the time needed to light the arrow.)  Possible increase in damage when used vs. cold based monsters like snow elementals.

Explosive Arrow:  (Bowcraft and Alchemy)  This arrow has a small bottle of purple potion in place of it's head.  The arrow strikes it's target and goes boom.  no damage from the arrow, explotion equal to a half strenth purple potion.  Archer could be damaged as well if he stands too close to his target.  Wonderful for fireing into groups, however the range is reduced and the rate of fire is VERY slow.

Punch Arrow:  (Bowcraft and Blacksmith)  This arrow put a large round ball in place of the arrowhead.  This results in a reduction in damage, however it also damages stamina, like a mace weapon.  Makes a real nice CLANG when fired at plate armor!

Silver Arrows:  (Not craftable, new magic item)  This is an arrow that is "silvered" giving it double damage to undead.  I also feel that the "silver" bow sould no longer exist, since it is the arrow that does the real damage.  (Massive, Power, ect. bows make since.  The are throwing the arrow REAL HARD!)

Bolo Arrow:  (Bowcraft and Tinkering)  The arrowhead contains a small bolo which is released on impact.  This bolo then entangles the foe, createing an effect like a Paralyze spell.  The amount of time the target can't move in modified upward based on the archers skill and downward based on the targets Dex.  This arrow has a reduced range an no damage.

Glue Arrow:  (Bocraft and Alchemy)  The arrowhead is a small flask of very sticky glue.  A target his is unable to move, just like in a bolo arrow.  Like the bolo, the archers skill increases the duration of the effect.  Hwoever, this time the effect is decreased by Str.  Like the bolo, the arrow has a reduced range and no damage.

Disruption Arrow:  (Bowcraft and Magery, possibly uncraftable and found as a magic item.)  This arrow has enchanted runes up and down it's shaft.  The arrow does no damage againts normal creatures, but when fired at a summoned creature (blade spirits, ect.) It acts like a  Dispel had been cast.  Damage like a flight arrow at best.

Signal Arrow:  (Bowcraft and Tinkering)  This arrow is not intended to be used in combat.  The arrowhead is replaced be a small whistle.  The arrow is fired by double clicking on it while holding a bow.  When it is fired, the air moveing past the whistle creates a high pitched noise.  All charicters in two or three screen see the text "You hear a whistleing noise to the *direction to archer*."  Possible drawback include attracting monsters and scareing pets.

Healing Arrow:  (Bowcraft and Alchemy)  Ever wanted to shoot your friends?  Well now you have a good reason too.  This arrow has a vial of healing potion on it's tip.  When it hits a target the potion flask breaks and the potion is obsorbed through the skin.  Armor reduces the amount of healing receved to represent potion that never makes it to the skin.

Cureing Arrow:  (Bowcraft and Alchemy)  Another reason to shoot your friends.  This arrow has a vial of cureing potion on it's tip.  When it hits a target the potion flask breaks and the potion is obsorbed through the skin.  Armor reduces the amount of poison negated to represent potion that never makes it to the skin.

Arrow Head Idea:  Right now all arrow and bolt heads in UO would appear to be wooden. It should still be posiible to make normal wooden headed ones, but their damage should be reduced to signify the fact that they are fairly weak.
    Now, either using the tinkering or blacksmith skills, it should be possible to make metal arrow heads. Since the arrows these heads will be put on are stackable, it is not possible to have varying qualities of the heads, but different kinds could be made. The proper names escape me, but there are two main types of heads that could be implemented.
    One, for fighting people and people-like creatures. The head is placed on the arrow so that the blade is horizontal, allowing it to slip through ribs easily and tear up the insides.
    The second, for hunting animals. The head is placed in the other direction, the blade vertical, or the head could be a cross-shape, causing a lot more damage to creatures without a human-style ribcage to protect their vitals.
    These arrows would cause maximum damage against the targets they were designed for, and much less against the ones they were not meant for. Also, the heads still have to be placed on the arrows or bolts, which should take bowcraft skill, not tinkering or blacksmithing. Lastly, the skill needed to make these heads shouldn't be very high. Arrow heads are fairly basic items, and I personally don't want to put 80 skill points into blacksmithing so my arrows can be a little bit better :).

Tinkering

Add:  Skull Candles (GM Tinkers only maybe).