Removing failures from agility - be that late in the course or not - seems like a great idea as someone who [spitefully] trains agility, but I feel like there is an opportunity here. What if we introduced a consumable item, earnable through agility, that operates similarly to spirit flakes for fishing?
For example, there is talk of adding a currency to the Wilderness Agility course, which is deserving of a buff to its total rewards solely due to its dangerous and inconvenient location. The Wilderness course could be the only place to acquire something like "Dexterous Dust," which we could keep in our inventory. It would activate with every obstacle attempted with a 50% chance to correct a would-be failure while training agility. "You falter, but your dexterous dust keeps you moving right along."
This could give us a way to earn these failures being less common, or maybe even something we no longer need to worry about after we unlock the Wilderness course.
I could also, personally, humor the idea of lowering the agility requirement for the Wilderness course to 40 or 45 without adjusting the xp rates much. This would give a incentive to go out there at low levels, and would give earlier access to a very helpful, motivating item to train for.
These figures and ideas are obviously placeholder concepts, but what do you guys think about using this as an opportunity to add a bit of much-needed complexity to a very vanilla skill?