The problem is I don't think we know what you want us to contribute to this. As it stands right now it looks fairly functional. Do you just want more modifiers ideas or…?
The other issue is that you may not get many people interested because it's extremely tedious to build something like this up, especially if all you're using is skillwhoretraining. Someone would need to dedicate each and every session's skillwhoretraining to nothing but this for maybe two or three seasons before we see any substantial results. It's also why nobody's bothered to do any of the fetishes. Yet more things you need to build up that you can't really do in-game (crafting etc sounds fun and it usually is until you find out it falls under skillwhoretraining most of the time).
I'm thinking if you want more people to take an interest in this, you need to figure out a fair way of letting them build it up. If you're relying on them using skillwhoretraining, I doubt anyone will go for it all that much as we are all busy working on pattern/trump/logrus/petty magic/(and now) normal skills. Maybe have a separate skillwhoretraining for "crafting" or something – 5 attempts only. Or give everyone in the campaign x amount of skillwhoretraining per season regardless of how many sessions they play and let them spend it however they like. That way even those who don't play as often can still work on skills that are important to them.
I personally love the idea of even more cool abilities that we can use. I just don't see too many people dropping their current projects to start working on something else unless it's REALLY good or works in a way that doesn't interfere with what they are already doing.