I suggest some less skill-tree harmful solution:
Make the repair kits usable with the lower skills:
small kit-> construction, arts, carpentry
med kit -> masonry
large kit -> architecture
Players still need to obtain the kits so it doesnt ruin the repairman profession
Make the repair action available with the exact skill u needed to build the stuff. This way u can always repair what u have built*
*Exceptions + tears
Make the crafting tools (movable objects) and craft-buildings (unmovable) only repairable by the skilled repairman.
Repairing without the "building maintenance" skill should downgrade the quality (max hp) to the average between current and repairing person skill
This way:
- ppl can easy maintain their village non-strategical stuff
- ppl can easy avoid rebuilding of the kilns, forges etc, but cannot keep the quality on higher level than the one they could rebuild.
- ppl are forced to hire repairmen to maintain the high-quality crafting stations
Reasons to be:
- repairing is not equal to constructing, u need extra knowledge to fix the working mechanism or wall structure without breaking the surrounding stuff or any inner dependencies. Nowadays we live in modularised world with almost everything made of subparts that are easy to replace but the game life is ... feudal?
How about things can only be repaired by the person able to build/craft it? I wont allow the mason to repair my jewelry tools