March 2019 - last edited March 2019
Consider adding a small chance that a given weapon would drop an inscription when salvaged. Higher rolls should have a higher chance of getting recovered, but could also have a chance of degrading the roll in the process (i.e. you might recover a +7% inscription from a weapon that originally had a +10% or something).
You could then attempt to apply recovered inscriptions to other equipment. If a given item already has an inscription of the same type, it could get improved by the full or partial value of the added inscription, with a chance of being replaced by the new inscription (or losing the salvaged inscription altogether). Maybe the higher the rolls on both inscriptions, the less likely they would be to combine for full value (or at all). If the item does not have an inscription of that type, you would have a chance to randomly replace one of the existing ones.
Similarly, you could attempt to combine inscriptions by themselves, with various chances of success (just for the sake of inventory management) – though I guess there could also be an option to reprocess them for embers or something.
This would retain the overall RNG nature of obtaining inscriptions, and give a lot of coefficients to tweak the balance on the server side, but at the same time it would also give some semblance of control to the players, would turn salvaging into an actual minigame of sorts (instead of just mindless waste of time), and could actually result in people getting the builds they want before the heat death of the universe.