My suggestion is to incorporate the random opts feature into the item dropping. With the random options being fairly rare: 2.5% for first slot, 1% for second slot, .5% for third slot and .01 for 4th slot. This really opens up building and helps prolong the character development experience. ATM it's too fast and players get burned out unless you are BG or hunting MVP. Not much PVP action and rarely any BG action is going on either.
There is a number of different enchants options already built into the prebuilt system on rAthena. However, I can provide a custom one I worked on a few years back.
Options can range from (just ideas, not the only ones that can be created)
Elemental dmg boost
Race dmg boost
Size dmg boost
Elemental weapons endow
CT reduction
ACD reduction
Skill damage increased
Resistance to race
Resistance to element
Resistance to size
Absorb damage types
Stat bonuses
Stat % Increases
State trades (-5dex / +5agi)
**Preview from a project I was developing**

Let me know what you all think, I'd love to see some more diversity that doesn't completely take aware from the core mechanics of the game. Would add value to certain items again! Now you will hunt that PERFECT Valk man Vs. a non-enchanted one.
You could even incorporate normal etc. items into Re-roll a random enchant or create a whole separate one. This could also serve as a zeny sink.
Example:
x amount of Mother nightmare = Reroll 4th slot enchantment & the chance scales with how many items you used for the reroll.
1 mother nightmare = 40% Chance of success
5 Mother nightmare = 55% Chance of success
15 Mother Nightmare = 65% Chance of Success
25 Mother Nightmare = 80% Chance of Success
40 Mother Nightmare = 100 Chance or Success
This style of enchanting utilizes items that lose all meaning with the current server set up. I always find it better to make use of everything you have before making anything new!
Thanks for reading!