The idea of making repair hammers consumables also came up numerous times along side the repair all
My main issue with durability related skills is what I've already said, namely that we're already starved of skillpoints as it is and investing more points in a tertiary skills is a forced waste. Now, if instead of a wholly new skill, blacksmithing could be expanded to also cover repairs (which would also make complete sense since a blacksmith's work is 50% spent on crafting new armors and weapons and the other 50% is spent on repairing them), I'd already be more okay with it.
I think your interpreting me wrong: Crafting&Blacksmithing = repair skill, no new tree
Durability related skills: Skills in Warfare for targeting enemy weapons or armor
Skills in Air magic for boosting armor in exchange for breaking your armor next turn or for doing the same with a weapon
Skills in earth for adding acid damage to a weapon but causing it to lose durability quickly over time
no new skill trees, just adding unique skills to existing ones that interact with the durability value on weapons an darmor
Now do you see an issue with those suggestions? I think they sound more than reasonable and fairly interesting to boot