1. Items (items themselves, not Properties on Wearable Items... that's for another topic) replacing skills (apples, trapped boxes, petals, etc.). Yes, I know, the items have been in place and are working as intended, still not right.
2. Doesn't seem right that someone can have the benefit of having 120 Resist + XX Chiv (Remove Curse) all by carrying a few items. Also throw in all the types of potions with 100% EP (Dex, Str, Heal, Cure, etc.) and it's the same as having Magery + Chiv + Healing.
3. Remove the items. J/K. I wouldn't be too upset about items replacing skills if there were limited (not by how much you can carry, but in usage/benefit). Say maybe, give Resist some added bonus that eating an orange petal and tripping a trapped box won't be able to give you. To have more incentive to use a skill instead of an item. Allow orange petals to be the equivelant to GM resist when it comes to resisting Poison, so it's not a guarantee immunization. Make trapped boxes paralyze you for a few seconds after tripping them (won't 'cause any imbalance in game, it'll just remove the cheap reason to use one). Remove Curse apples/talismans were a bad idea in the first place, but atleast with the talismans you need to wait longer (I think) and recharge the item.
Cooldown timers would be an interesting "quick fix", but I agree with DiP that they won't really solve his issue completely. Each one really kind of needs its own specific fix. For instance, the trapped boxes breaking paralysis. If you're paralyzed, how in the heck are you tripping the trap on the box? The easiest fix there, to me, is to change the setup so that SELF-INFLICTED damage doesn't break a paralysis. The reason we won't likely see that change is the poo-storm it would start. As for orange petals, never bothered with 'em so I couldn't tell ya.
Skill enhancing items - seems logical to me to require a base amount of points in the skill BEFORE you see any improvement from these items. Even if the items will make you an uber-mage, you still have to be at least a bumbling apprentice before you grasp the concept behind magic well enough to utilize the sudden power you're granted, something along those lines.
Think that sums up the problem of petals, potions and trapped pouches/boxes taking the place of magic resist.
The solution that seems to be popular is: Timer on all potions/petals and trapped pouches/boxs. Make it where no potion/petal is 100% effective 100% of the time. If a player has alchemy the potions get a boost in effectiveness. Have that boost greater then EP can reach. Make EP cap around 25%. Trapped pouchs/boxes should still leave a person paralyzed for 5 seconds.
A question I would ask is: If a player has tinkering on a character should it lower the paralyze timer of the trapped box?