I think the enchantment system suffers from the fact that there is just too much of everything. I recall old school Baldurs and such when finding a simple plus 1 item or a str enahncing belt that was with youy for the entire game almost. Here we get fine supberb exceptional dropping like candy off enemies that drop like flies. Seems like it is mainly for aesthetics I guess? On top of that the merchants sell so many enchanted items that are quite accessible with the obscene amount of money we can accrue so...
The rng drops were so abundant I did not even bother enchanting things because every other major fight I had a new piece of equipment and since I can only overwrite one of the enchant lines it was too tedious to try and forward think my choices so I ended up with a ridiculous amount of enchant ingredients.
The enchantment system feels gutted and has no real penalty involved. Also there is so many ingredients and items that drop in general it doesnt feel special. The system in NWN2 worked well I think with the need to actually be at a certain anvil or lab table to enchant. The enchants were also quite rewarding in NWN2 wherein POE the only one that seems to make much a difference is perhaps bane types for certain encounters (spirits)
I see no reason why the enchant system can not be more robust. I would of liked a lot less rng drops with only special items that were extremely rewarding in shops and more static placed items with a greater ability to enchant them. I recall again in IWD waiting for half thegame just to go back and buy a belt or a mace from a certain merchant and that basically broke me. Perhaps that is a little too restrictive but the enchant system and item drop system in POE although as great potential is way to EZ mode for my old school taste.
I hope that modding becomes more accessible for POE soon so the main devs can focus on story and core mechanics and the community can build a lot of extra refinement.