What about a player attribute system? It could work like this
attributes bound to the steam id like the inventory, so its accessible on all servers
players get experiance like money, based on winning games, killing players, or going a certain distance, all variable based on how many other players there are (so people cant grind on slope alone)
they would start off at 0 and players would get 3 points to spend at level 1, and 1 point every level upward, until a cap of maybe 20
Attributes could be like:
Health. Base 100, every attribute point adds 5 more
Speed. Add a few points to speed for each attribute point
Jump. Each attribute adds height to your jumping capability
Luck, chance of not setting off mines, 1% per level
Perception/spot: ability to see mines at increasing distances, or increased airblast/mine placing range
weighted: makes the player heavier. makes them harder to push or throw into the air, but also take more fall damage
and you can pay money equal to your level in millions to reset the attributes and reassign them, or 1 gold bar for a resetter (unboxable in mysterious crate B/C?)
and more
Also, any of these could be applied to tools
"Quick" + Player Speed
"Fast" ++ Player Speed
"Furious" +++ Player Speed
"Large" + Weight (+5% fall damage too)
"Heavy" ++ Weight (+10%)
"Weighted" +++ Weight (+20%)
_____ "Of the 4-leafed Clover" (1-3% chance of not setting off trap)
_____ "Of the Rabbits foot" (2-6%)
_____ "Of the Golden Clover(or something else really lucky) (4-9%)
[Health ones have names already]
_____ "Of the Rabbit" + Jump
_____ "Of the Frog" ++ Jump
_____ "Of the Flea" +++ Jump
As well as resistances
"Pebble" +Resistance to object impact damage (1-5%)
"Stone" ++ (4-10%)
"Boulder" +++ (9-15%)
"Mountain" ++++ (14-20%)
____ "Of Falling with style" +resistance to fall damage (1-6%)
____ "Of Air walking" ++ (6-12%)
____ "Of Hermes' Favor" +++ (12-18%)
so you could combine a hat of weightedness with an attachment of air walking to have only bonuses, but less freedom with other things of course