A few small suggestions:
POH Storage - Max Capes:
Currently the cape rack has the ability to hold a regular max cape and an inferno cape, but not the combined variation. It is currently "Storable" for UIM by dying in an instance (perdu), or using the raid chest in COX. The costume room currently cointains functionality to hold individual pieces of sets in the POH, rather than needing full sets. Combining these two concepts is the basis for the following idea-
My suggestion would be to allow the Max cape slot in the cape rack to be made to hold all max cape variations, effectively making it similar to a gear set slot in the POH. You would be able to add 1 max cape whenever, and upon clicking the cape rack slot would get everything stored there back.
COX changes - Thieving room:
Currently thieving is an objectively slow room due to the nature of gathering grubs, providing 1 every so often, and requiring a decent number to complete the room when soloing. The room also caps grub points prior to completing the required amount.
My suggestion would be to change the room to more closely resemble the ice demon trees, remove the point cap, as well as always provide at least 1 grub. I'm thinking something like below:
1-79: 1 grub per chest 100% of the time
80-89: 2 grubs per chest 100% of the time
90-99: 3 grubs per chest 100% of the time
Thieving / Max Cape equipped: 4 grubs per chest 100% of the time
Cox changes - Crab room:
Currently the crab room is quick but provides almost no points. I'm suggesting that the points be buffed from around 500 to 3,000 team points upon completion. This is because I'm equating each crab to roughly 125 Hp worth of time (125 hp x 6 pts per dmg x 4 crabs).
Currently almost no one does Zalcano, and those who do face the issue of receiving no loot pretty often. 2 small changes would I think fix the popularity, at least to the level that people will solo it more often.
1. Please change the zalcano mining period (when you actually deal damage with your pickaxe) to be HP based instead of on a timer. I know there is an HP check already to prevent 1-2 cycling Zalcano with enough people, so just remove the timer portion allowing teams to always 3 cycle Zalcano no matter the size (1/3 hp per cycle per Rmtank). This would make solos viable instead of needing 4+ cycles and hoping for good pickaxe rng.
2. Change the way loot is distributed at Zalcano. For some reason you receive nothing as a drop almost every other kill, and despite dealing 100% of damage you can receive the very bottom of the range for a drop (ex. coal range is 380-808. at 100% damage dealt you can hit 380 coal, completely nullifying the point of a % damage based drop table like Zalcano). Instead I would suggest that the drops be based on the % of damage done during the mining period, so if you deal 100% damage you recive 808 coal, but if you only did 30% of the damage you would receive 242 coal (30% of the max 808 possible).