A simple repiar all that repairs all equipment on one character and uses one hammer would be far easier to manage.
Or even give each hammer a few charges and let one charge coincide with one repair all.
What's the point of having consumable repair hammers if you can almost never run out of them? I guess that's my problem. If you always have enough that's pointless. If you always need more that's tedious.
That's a fair stance, but that's an issue in spectrum. And that means that within the range of too much and too little, their should be a just right amount.
The idea was that by connecting the amount of durability returned when repairing to crafting, then players who don't want to worry or needle over it would just have enough to keep equipment upkeep between city visits without tedious clicking and crafters would have more than enough to keep up the durability bonus between battles without worry and/or could self buff at risk of their weapons with far greater management
Consider for a moment how often you need to repair something, consider if you had one hammer to repair all worn equipement two times that cost 30 gold.
Would you ever feel pressured over the worry of equipment breaking?