Eh, that'd probably be alright. I'd just personally rather it be an addon, or at least not bother folks working on core content with stuff like it. Tinker shops seriously
shouldn't be ending up in normal maj'eyal towns, though, not without it being through addon material.
That said, it's still something that'd be really wonky lore wise. Every other secret enclave or whatev' actually has some sort of meaningful influence, etc., etc. Lot less weirdness to just... not have it. Cave's enough for general play, anyway.
"insane is not meant to be played in" is so blatantly wrong it might as well be a troll post also
You are the only one that's typed that line, here. It's broken in the sense of exactly what you're complaining about; if you functionally can't start the game without skipping like half the item progression process and starting with items that are 15-20+ levels/half a dozen+ zones into play, something is broke, things ain't workin', and it's probably questionable if it's worth fixing beyond that when it's only happening in silly mode X+<whatever>. There's not necessarily anything wrong with that from a personal enjoyment standpoint, but working around the (entirely optional) broken parts of the game isn't really something that should be intruding on the parts that aren't quite that messed up, especially
if doing so would seriously screw with the core setting. Which sticking tinker shops in AoA maj'eyal, would.
Gameplay should come before story, sure, but we're not talking gameplay, here, we're talking optional
gameplay that isn't intended to work particularly well in the scenario that's being discussed. Stuff like that really shouldn't be handled by junk stuffed into the main game. Most I'd potentially recommend for actual inclusion is just starting tinkers with the cave access, really, and it's probably more effort than it's worth for the folks that actually can include stuff in the main code (of course, if someone else
writes the code it's probably more likely to end up included...).
What should really be done, tbh, is to just cut the BS with drowning and whatever out and start higher difficulty crap with better items. Fiddling around a bit tells me I have no clue how to get the ruddy game to do that, but someone with a bit better idea how to kick the code into working shouldn't have much trouble just punting starting items up a material level or two and maybe sticking egos on them.