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Another interesting thing to play around with a sapphire shop is to have the pricing be dictated by your previous run. Something like winning in the last run would make this shop more expensive since you now got 20+ sapphire from said run, the cheapest would be to die at or around the 3rd boss, since that would prevent people just throwing a run at the start to get the shop price down artificially, and 1st are deaths have as high of a price as winning, as the shop could be something that appears in a secret room that is guaranteed each run on some floor of the game. This means if you put effort in to a run but fail, then this shop would help the next run, and throwing runs wouldn't be a viable option, and it still keeps it's value as stockpiling sapphire from a previous win will scale the shop.
i personally often run with the tablet inscription cap stone instead, as this still has more then enough inventory space for a full run, considering you only lose 9 slot total, which in runs is payed back bu inscribing 9 ore more tablets, thus actually saving inventory space, and letting you be more free with where you put what and how, as you don't need to play around tablets anymore.
I too mainly use the tablet imprint feature on runs. Makes inventory management so much easier, you can take more artifacts and you can actually get those really high level artifacts maxed out, instead of spending 20 minutes trying to find the right spot for everything. All my top builds were using this feature cause the artifacts I got were so much stronger maxed out, especially frost relics and planets.
Tbh I immediately regretted giving an example implementation for the idea because I knew it was going to distract from the point. The core of the idea is giving a lever to players to adjust probability. How that happens, shop with money, rerolls, or sapphires; making it part of roots; maybe even using talent points, is sort of besides the point. Not to say it's not interesting, just that the goal was not "reroll dice need another use", but rather "in a game where builds matter this much, it would make sense for players to have a modicum of control over what builds are possible".
As for the problem of sapphires not having a sink, I don't have strong opinions. The game is incomplete, and I'm sure other opportunities for spending metaprogression currency will make themselves known as more content gets added. Using them to skew odds on builds feels bad tho because it suggests to new players that if they want to do metaprogression they have to completely forgo one of the game's systems. The subspace shop is already like this and feels bad because it either incentivizes you to not unlock cool new powers or if you already have everything unlocked, isn't something you're making decisions around because you'll just have the sapphires.
Right that's what I'm referencing at the beginning of the post. It just doesn't seem great as a solution. It technically satisfies the prompt, but not in a way that you can see or that gives you any control over it. So when you get unlucky, it's the same kind of frustrating, just happening (unknown)% less often.