> Add a repair all button that uses up repair items in inventory > Make hammers and tongs consumables > Make repairing require some points in blacksmithing/crafting and the amount of durability returned per consumable dependent on ability level(s) > Add in skills/actions that target item durability (ie Sunder from D&D) > Allow players to deconstruct/recycle components from items for crafting/blacksmithing using repair items. The value of the items obtained dependent on crafting/blacksmithing levels > An item reaching zero durability is only unusable for a couple turns in combat before regenerating small amount > A "break" action to tell PCs to auto target a door, chest, etc... till the item is broken without forcing players to repeatedly click > Reward players for gear upkeep**
That is a LOT of work to make durability into literally anything meaningful. It requires at least two systems to be added (skills that interact with durability and rewards for upkeep) and essentially just turns it into an arbitrary extra health bar that you can't see without digging through your inventory.