1) From the chat, what if some monsters COULD pray?
IDK about praying per se, but I wanted to add some form of "spellcasting" to priests that would be based on their god's prayer effects.
2) Mass applies to the weapon damage calculation. Does the mass of your gauntlets apply to your unarmed melee damage? 'cause it should.
Damage of all items is based on their material strength and mass. AFAIK the damage of your gauntlets is added to your unarmed damage, so the mass of your gauntlets already matters.
4) This one is out on a limb, it's a bit wild and game-altering. The suggestion is giving weapon skills unique effects, which become more effective with higher skill. They would be present at any level including 0, but unlikely to proc until you gain a couple levels in the associated skill. My initial idea was for kicks: granting a chance to kick any time you make another attack. The chance would be doubled for unarmed attacks and halved for bite attacks, and would increase with skill level. Other ideas I had were giving blunt weapons a knockback effect (like kicks), giving small blades a critical strike effect, and giving unarmed strikes a chance to attack again.
That would be pretty cool, like weapon abilities in POWDER or CoQ.