Originally posted in this thread, but OP requested I make my own thread since it deviated from the topic's discussion.
it is unusual for a sandbox game to not have limits on certain aspects such as character skill/strength. for example in eve-online you have skills each having a maximum level of 5 and ships & modules representing a limit on overall character strength. In Salem you have biles that can be increased to levels of insanity albeit at a range where it does become extremely difficult to increase any further using current foods available in the game.
the difference between a new pilgrims bile stat and a well progressed pilgrim's say 300+ is so much is it even necessary for a sandbox game? Some say a 60 biled character is well suited to anything game play wise so wouldn't a limit say 100 represent the optimal? it would then make it a lot easier to balance aspects of game play when the realistic limits are known. Things like clothing and artifices could then represent the imbalance of equality since there would realistically be a limit on the achievable strength of a character based on biles before added modifications.
I believe this would promote more active faction vs. faction warfare as the value of strength is not only perceived by numbers but also by character modification. To better illustrate, this could be your 300 spartans vs. 10,000 persians if you like. Player's in my opinion would also find knowing realistic limits a more enjoyable experience when relating to structuring and building new characters. It would promote a more forgiving mentality and detach those who don't from the one-character-only forever ideal.
At lot of people talk of 'endgame' but isn't that something that is persistent in a sandbox mmo. So could argue it doesn't actually exist. A world's state will always be continually mutable and therefore never-ending, bases will be built and razed, characters will be born and killed; this isn't a typical run of the mill mindless dungeon grinder where the possibilities are finite.