Development Milestone 4 - Inventory (Completed December 4th)
I wrote a very quick system which persists player's equipment to disk, alongside the quantity of crafting currency they have. I first tried C#s Binary serialization, but Unity's playerprefs refused to save it, I assume because some of the bytes were outside the range it's expecting. I ended up switching to C#s xml serializer and we're off to the races.
Development Milestone 5 - Crafting (Completed December 12th)
The first crafting item I implemented was the orb of scouring. It wasn't a part of the actual ExileCon card game because of the logistics of modifying physical cards, but it's handy for testing! Scourings are simple, they can be used on any blue or yellow item, and simply remove the rolled mod and turn it white.
Whetstones and Scraps are functionally the same, they just apply to weapons and armour respectively, and they enable the "HasQuality" attribute.
The mod (re)rolling currency required me to set up a mod pool. In the config data I'm able to register a damage set (the concept used to store a set of stats for both implicit and explicit mods) to a specific type of item and rarity. In this way I can easily say which mods can roll on armour vs weapons, and if they roll for blues or yellows.
Alterations and transmutes both do the same thing, they assign a random blue mod, though alterations prevent rerolling the current mod. The only different is alts can only be used on blues while transmutes can only be used on whites.
Alchs & Chaos work identically, except they operate on yellow items and mods. 
See crafting in action here: https://imgur.com/a/RBhTxTQ
The next milestone is writing the system for configuring enemies & their drops.