Thank you very much for checking out of the gem bug. As I was typing this post, I popped my first ever gem from a pet kill so that clears that up

In terms of the 90% estimate, I guess we'll have to agree to disagree. The bug isn't one that makes my life hugely difficult so I can live with it.
Since you mention a large number of issues that were raised (I agree with all of those and totally support fixing them as a priority), may I bring up another which I think needs looking at?
I think that elite EQ which can be purchased for drachma could do with a revamp...right now we have about 10-15% of available items ever purchased. What's more, the vast majority of items currently available were created/designed without taking into account recent changes in the game or in fact the fact that we're in S4 rather than S3.
As an example, there are a large number of items that provide +Undead control, yet even a prime necromancer can cap UC with ingame EQ only, most of which is easy to obtain. At my levels, I can actually exceed my UC cap with ingame EQ only.
Very, very few current drachma items make use of the fact that we now have maxstats available.
A large number of current elite items are simply not worth it:
Boots of Arcane Lore (440 drachma): 0.4 ac 35 hp (10 hp more than ingame easy forge)
Boots of the Forest Walker (425 drachma): 1 mregen 5 mana (5 mana more than ingame pop)
Black Belt of the Dying Sun (300 drachma): 0.3 dex con (pure junk of an item)
Ring of Radiance (150 drachma): 2mregen 15 mana (2 mana over ingame forge)
These are just a few examples.
In addition, there are a large number of items that, on the face of it, seem pretty decent but nobody ever buys them (because of the 10% of items that are REALLY worth it).
My suggestion would be to assign an immort (I know Tox is interested in this) to draft a list, with player input, of new drachma eq and pricing. Then initiate a transition period of a week or so whereby existing drachma EQ could be traded in for its full price and new eq purchased as normal. At the end of that period you phase out the old eq and reinstate the discount on trading elite eq back into weaver.
If you're interested about my experience as a necromancer in terms of soloing exp, here is a very brief summary (just ignore if not interested):
level 1-25: nothing special
level 25-40: very good solo exp (get juju + good pets)
level 40-2X40: unreal solo exp (big juju + awesome pets)
3X40-4X40: soloing not really worth it (see logic below)
4X40-6X40: soloing totally ineffective (see logic below)
This is provided PURELY for information purposes...you can believe/not believe me and indeed ignore me.
The reason for this progression of exp is obvious: until about tri-40, the best way of making exp is to kill fat mobs that don't hurt much and miss a lot. Necro is by far and away the best class for this because you have lots of pets that chop down fat exp mobs like bottle-nosed dolphins (1mil), then moving on to shadowkeep (1.5-2mil), drowsy spiders (3mil) and various mobs in dark dreams.
After tri-40, the only real way to make exp is to do damage faaaast. What's more, ideally you want to do this damage without using mana. This is why thieves/monks excel at this point in terms of soloing exp - they can grip/stab without using mana and since most of the damage is done before the fight even begins they don't take a lot of punishment.
As a necro, my damage is done over many rounds and since mobs hit so hard on lyme, I simply take too much damage (i.e. too high mana cost to heal) to make it worthwhile.