I'm glad someone started this poll. I chose the rarer of the three options.
The $2.4m stretch goal was for crafting and enchanting. In my opinion, I would like to see the PC's party be able to delve into crafting right from the beginning. Enchanting, as much as I love to do it, I almost feel we should do without. If we simply must have it, I would prefer it to arrive as an available party-only practice towards the latter portions of the game, and not necessarily from any NPC source, at least not wholesale. It would feel more right- The mage-types among your party are well-travelled, and much more knowledgable than their early-game selves, as well a majority the various NPC wizards in cities and settlements. They've amassed the talent necessary to enhance certain items through their experiences.
As loot, I want magical items to nearly always feel special. I feel as though, whenever you looted a magical item, it should always be a clear upgrade to one of your characters. I only spent ~150h playing Diablo III, but that game really did a wonder in trivializing upgrades. There's little to no sense of achievement, or power gain, when the upgrades you find improve your damage by ~1%, or mitigate incoming damage by ~1/4%. You just don't have any feeling of reward when the benefit is that small.
As a sub-note about crafting: I would truly like to see this be a legitimate, worthwhile way to outfit your characters, yet not entirely at the expense of NPCs. Too often one is simply blown out of the water by the other. I know maintaining balance can be tricky, but it would feel so great if it worked right. Perhaps, in a similar tone to my idea regarding enchanting, as you progress (rather than strictly a grind-for-points method) through the game, NPC's wares start to wane in quality of craftsmaship when compared to your party's. You've been getting more talented and knowledgable, while those NPC's have been sitting in the corner of the local bazaar the entire time.