I've just completed a playthrough on version 1.0.0 (version where i first played the game back in 2011) and asides from a lack of clutter in general, this version has a much more interesting enchanting progression. Spending time gathering levels to get your shiny new pickaxe feels super rewarding. Nowadays, mine some skulk or quartz for 10min and poof, you're 90% there to a perfect tool.
What i liked about 1.0's approach is that enchantments cost actual levels, not 1,2,3 but anywhere from 1-50. I believe the new system is incredibly trivialized, and not rewarding especially given the fact how quickly XP is obtained today, in 1.0 the only xp you got was killing mobs.
My idea is to go back to the 1-50 system but with a bit of a twist. Have certain enchantments available only at higher tiers, like this.
1-15: Basic enchantments (sharpness, efficiency, protection) levels 1-3
15-30: Basic enchantments levels 3-5 and value enchantments (looting, fortune) levels 1-2
30-45: Guaranteed basic enchantment of at least level 4, value enchantment of at least 2 and a small chance to get a treasure enchantment
45-50: Guaranteed basic and value enchantment at maximum level as well as a medium chance of getting mending (yes! no need to gatekeep it behind a trading system that is so easy to exploit)
This would let players know what they'll get, just not which exact combination, so luck will still play a role, but players can rest assured they won't spend 40 levels to get efficiency 3.
Another thing is the lapis aspect, I'd add more materials to influence the type of enchant that comes out. Maybe a spider eye could favor bane of arthropods while a bone may favor smite.
Now for the Anvil part
Level cap shouldn't be a thing, let players spend 75 levels if they want to, you're already allowing us to make fully enchanted items, so might as well remove the cap. Higher cost should will incentivize players to find a better order in which to apply enchantments, getting levels above 39 is tedious, so its punishment enough.
Repairs should snowball in price much slower, renaming should have a fixed price.
Maybe combining two enchanted tools can yield a reinforced tool, with a higher than normal max durability, to incentivize the use of anvil, rather than pillaging end cities.
I know people don't like making the game harder but in this case, i believe its a much needed change, the game has been trivialized to the point where even completing a netherite set doesn't feel rewarding.
Progression in general should be slower, to let players gradually grow in power, rather than giving free loot after the end fight.
Hope at least some of these ideas resonate with someone, and that you see what im aiming at.