Okay, so head-gear and ingredients are the two main ones you want to have something to use to refine the code?
Refine may not be the right word here. Expand more like it.
That's okay, I was already working on ingredients for food for cooking for better food items for mid-late game, but I can improve that further.
Some decent herbal pics.
Food is good as well. Note that when you make a dict, there should be multiple items bound to the same ingredients like:
{
"Shitty Sword": ["Iron Ingot", "Fire", "Coal"],
"Rusty Sword": ["Iron Ingot", "Fire", "Coal"],
...
}
And in items themselves just add a new field:
"craftskill" = 10
Lets say craftskill will be in range of 0 - 500, 500 being the highest.
Okay so I'll start on a few things and get back to you guys after a while, just you you can concentrate on fixing bugs, fixing code and getting everything working properly while I get busy.
Yeah, don't worry about us, we're batsh!t crazy on the ideas so there is always something to do for the game

Yeah, 800 items is lots of overkill, but I though that with so much variety, every play-through will be different because of the multitude of things that are there, and all the possible combinations/differences each player will get with each item, variety is the slice of life as they say.
Items amounts are not a very big issue performance wise I think, classes are really simple and we keep one instance of each in the game, the only problem with this is sorting, auto-buy/auto-equip will be slower with loads of items in the game (I am attempting to mitigate that somewhat by sorting specialized containers at the start of the game already) + dictionary lookups will take more time. Also, keep in mind that items have new location field "Exploration" that will allow any particular item to be found during it.
This is the new format for items, you might as well make the new stuff in it:
[
{
"id": "Dagger",
"desc": "A simple iron dagger which is easily concealed under clothing for self-defense.",
"icon": "content/items/sweapon/d.png",
"price": 80,
"sex": "unisex",
"chance": 100,
"badness": 95,
"eqchance": 5,
"hidden": false,
"infinite": true,
"slot": "smallweapon",
"type": "Dagger",
"attack": "KnifeAttack",
"dismod": 1,
"max": {"attack": 10},
"mod": {"attack": 5, "character": 3},
"locations": ["Work Shop"]
},
{
"id": "Enchanted Dagger",
"desc": "This magic dagger has an enhancement bonus to attack. It is the most common weapon among the local thugs.",
"icon": "content/items/sweapon/ed.png",
"price": 150,
"sex": "unisex",
"chance": 75,
"badness": 90,
"eqchance": 10,
"hidden": false,
"infinite": false,
"slot": "smallweapon",
"type": "Dagger",
"attack": "KnifeAttack",
"dismod": 5,
"max": {"attack": 20},
"mod": {"attack": 10, "character": 5},
"locations": ["Work Shop", "Exploration"]
},
{
"id": "Assassin Dagger",
"desc": "When equipped, this dagger awakens the killer instinct.",
"icon": "content/items/sweapon/ad.png",
"price": 450,
"sex": "female",
"chance": 25,
"badness": 80,
"eqchance": 30,
"hidden": true,
"infinite": false,
"slot": "smallweapon",
"type": "Dagger",
"attack": "KnifeAttack",
"dismod": 5,
"max": {"attack": 35},
"mod": {"attack": 20, "character": 25},
"removetraits": ["Meek", "Collected", "Kind"],
"addtraits": ["Aggressive", "Merciless"],
"locations": ["Exploration"],
"goodtraits": ["Yandere"],
"badtraits": ["Kind"]
}
]
Hard to tell if ingredients should be items themselves... prolly yes, just omit complex fields.