Before I start, let me just say that my RQ will vary.
The sorcery enchantment rules in A&E don't FEEL right to me. When I first read them, I mostly liked them. The "dedicated POW" mechanic (a.k.a - MPs not regained) meant to me that those POW were in effect powering the enchantment. The MPs generated by those POW were going to the enchantment. I liked that concept because it fit well with the divine magician's dedicated POW providing MPs to the diety it is dedicated to. I did not like that if someone else broke the enchantment, that the sorcerer lost those MPs permanently.
But then the discovery that any old MPs that the sorcerer could get his hands on were good enough to create a permanent enchantment messed with that concept. That felt wrong to me. MPs are transitory. They are burned to create temporary magical effects. POW makes more MPs for magicians to burn to do more temporary magical effects. Hence, it should be POW that powers enchants, not MPs.
I plan to require POW investment in permanent magic items. The sorcerer can recover the spent POW over time and the magic item has its own POW powering its enchantment(s).
But I also plan to retain the A&E sorcery enchantment, with some modifications, as a type of temporary enchantment. If the enchantment is broken in any fashion, by anyone, the "dedicated POW" is freed up and the MPs from it will again be usable by the sorcerer. In addition, the sorcerer will be able to break the connection with enchanted item and reclaim the dedicated POW. I am not sure of the game mechanic for this, but it may require a reversal ritual of some sort, or maybe just a persistence roll. It would still require POW backed MPs to create the enchantments, so you can not just use any MPs you might have lying around.
There may be other sources of POW available for enchantments. I am planning to introduce some of the other types of magic crystals that were in earlier versions of RQ, so Powered Crystals (as opposed to Magic Point Store crystals) could be used to power the enchantment. An evil sorcerer may have a means of slicing off a piece of someone else's soul to power the permanent enchantment or to coerce them into supporting a temporary enchantment. A cult spirit ally (or essence?) might agree to provide the power for an enchantment. Maybe the power source concept from Necromantic Arts could be used for things besides making undead minions.
In any case, I am curious if others are modifying the A&E sorcery enchantment rules for use in their games.
If so, in what ways?

The sorcery enchantment rules in A&E don't FEEL right to me. When I first read them, I mostly liked them. The "dedicated POW" mechanic (a.k.a - MPs not regained) meant to me that those POW were in effect powering the enchantment. The MPs generated by those POW were going to the enchantment. I liked that concept because it fit well with the divine magician's dedicated POW providing MPs to the diety it is dedicated to. I did not like that if someone else broke the enchantment, that the sorcerer lost those MPs permanently.
But then the discovery that any old MPs that the sorcerer could get his hands on were good enough to create a permanent enchantment messed with that concept. That felt wrong to me. MPs are transitory. They are burned to create temporary magical effects. POW makes more MPs for magicians to burn to do more temporary magical effects. Hence, it should be POW that powers enchants, not MPs.
I plan to require POW investment in permanent magic items. The sorcerer can recover the spent POW over time and the magic item has its own POW powering its enchantment(s).
But I also plan to retain the A&E sorcery enchantment, with some modifications, as a type of temporary enchantment. If the enchantment is broken in any fashion, by anyone, the "dedicated POW" is freed up and the MPs from it will again be usable by the sorcerer. In addition, the sorcerer will be able to break the connection with enchanted item and reclaim the dedicated POW. I am not sure of the game mechanic for this, but it may require a reversal ritual of some sort, or maybe just a persistence roll. It would still require POW backed MPs to create the enchantments, so you can not just use any MPs you might have lying around.
There may be other sources of POW available for enchantments. I am planning to introduce some of the other types of magic crystals that were in earlier versions of RQ, so Powered Crystals (as opposed to Magic Point Store crystals) could be used to power the enchantment. An evil sorcerer may have a means of slicing off a piece of someone else's soul to power the permanent enchantment or to coerce them into supporting a temporary enchantment. A cult spirit ally (or essence?) might agree to provide the power for an enchantment. Maybe the power source concept from Necromantic Arts could be used for things besides making undead minions.
In any case, I am curious if others are modifying the A&E sorcery enchantment rules for use in their games.
If so, in what ways?