Back to topic: We should definitely distinguish between loot trophies like Blackblade+over 9000

and collectable material for support stuff (potions, summoning spells, armor augmentations aka infusions).
I would love to see a more fleshed out alchemy gathering & crafting system. It was mentioned elsewhere once that it can be a passable source of money. Especially if you don't steal.
I would also love to have a separate, pure alchemist class including subclasses, i.e. decoupled from these 5e hombrew (blacksmithing) artificer, who then profits from the collectable resources in the game world in addition to his class-specific possibilities.
The same of course goes for similar class mechanics like the Necro, who has bones to collect so he can summon his skeletons.