While reading, I saw someone mention that they didn't want armor durability to affect stats too quickly. (s)He raised the point that since we have a tendency to optimize our damage output / e-peen, it would encourage very short party times due to people running back after only 10% of the durability was gone just to get the +1 STR back. I would have to agree, except i think we the players could solve this issue as a matter of the economy.
IF people can perform repairs out in the field, would you support a sort of temporary structure (i.e. a tent like stand) that a player could set up to designate that that player was offering services to others?
Think about it, imagine you are partying and killing some sheep. Instead of running all the way back to the nearest city to find either a PC or NPC repairman for your gear (since the +1 str is vital to your damage) you notice that nearby is a small camp. In this camp you find a small linkshell or party of crafters. There's a cook, a tanner, and a smith or two there who are willing to trade you repairs for some of your drops and/or gil. They get to skill up on your repairs, and you are saved the problem of constantly interrupting your grindfest to run back to town.
The more difficult / high-level areas would have similar camps, since they need to repair higher class armor to skill up now, and you need a higher class crafter to repair your stuff.
I do see a potential problem with hogging of space, or of other abuses. But it does bring to mind a cool scene in my head.