With regards to the high numbers of old potions, many of those were either:
A) Components for other items (i.e., Dwarven metals.)
B) Quest Potions: They had an ingredient that required actual questing.
C) Plot Potions: Potions that were for one event and never used again.
D) Multiples of the same potion with different quantities/levels.
E) Were gained through research and not intended* to be shared.
*
but they always got out into the public one way or another
And there are currently 24 different potions available combined within the main book and H&V (that does not include each unique race for Mend the Body.)
It still sounds like most Alchemy is done by folks who, for the most part, use their Alchemy to augment others, or heal other folks up with a lesser amount to augment themselves. This isn't to say that there aren't Wizards who have taken fighting skills, or brew potions to make them more bad-ass in combat, but it sounds less common.
Is this because it's just how folks use Alchemy, or is it because of the current options available within Alchemy/Potions available? Were folks personally using more of their augmentation potions, etc. for themselves before, or have Alchemists mostly used their Alchemy to support others?
IF it is the way of the universe that most players use Alchemy to enhance/support others, then that puts them more into the same category as Craftsmen, Healers, and folks in the "Between-Games" Skills who are mostly enhancing, providing service to, and supporting other characters with their points/energy/efforts.
I play the epitome of the "augment others" character. I am not the norm, and I freely admit that, so how I use my potions is very skewed compared to others. Even back in the Ionia days, I never had reason to use my own potions and they were always freely given away. But if I don't have people to give them away to, I'm left with stacks and stacks of potions.
So, I guess my suggestion is also figuring out what is wanted/needed out of the system would be the most useful place to start, not only from the players, but from the direction of the GMs:
• Confined lists vs. Versatility
• Low-player-effort vs. High-player-effort
• Potions are for the maker vs. Potions are for giving to others
• Potions are a foundation for a character vs. Potions are a side job of a character.
Personally, I'm actually kinda satisfied with the way Alchemy is done right now. As I said previously, I am 50/50 Spells/Alchemy. And while I'm locked into 6 potions I'll ever be able to make (by the rules, at least), I can purchase Alchemy Labs to add any other potions (at least a given number during the event) in the main books.
My only issue I currently have is sort of akin to the "too much medicine for this sniffle I've got" where I have several potions to choose from, but most of them add extra stuff I don't want/need to them, and I guess that's where I'd like to have the ability to somehow alter a potion to pick and choose the features I'd like (I'd like to have a +2 Combat Reflexes, but I don't want to have to wield claws, or whatever.) However, since I don't use anything myself, that's for others to deal with.
