Okay, I see the general problem. As there are obviously as many concepts of "low magic" as there are people, it will be difficult to please everyone. I, for instance, certainly don't want to play in a setting that resembles our modern days, as far as magic goes. I don't have problems even with the more powerful illusions (like "invisibility", maybe with greater penalties), but would certainly exclude "teleport". Even "my" alternate ranger (forgive me for mentioning this topic

) is still able to cast spells. I just want to tone down power advancement, with much less and less powerful magic items, and with less powerful spells, although I even might replace some powerful spells with more atmospheric (but less powerful) ones

. I see that this is a very special take on "low magic", and I see now that I probably have to do that myself. No conferring with gods, no planar travel, no monster summoning, but maybe spirits (they might come if they wanted

).
In addition to these atmospheric changes this would make the difference between class levels much smaller than they are at the moment. And of course the monsters have to be changed. But, in the end, it will be easier to get EL's right.
Well, looks as if I will have quite a lot of work to do during the following months


.
@die_kluge: Right. Producing items should yield experience, not cost any. Although I see the mechanical reasoning behind it.