It's hard to state just how much I love to see autoloot here again!! I came out of hiding to come play Jelly again, largely because of it. Autoloot is one of the key quality-of-life type things I feel Jelly lacks, and has been the main component to my burn out here. Below are my thoughts on positives and negatives. This was an interesting thought exercise. I'm sure I missed some points. For the record, I spent longer brainstorming the negatives, but they just weren't coming to me.
Positive:
Raises the performance floor for less-than-best farming strategies, especially ranged archetypes like Sniper, HW, HP. This makes non-Smith-in-Geff strategies more relevant, even if they are still worse. More options, more better. Similarly, decreases the massive efficiency gulf between the best strategy and everything else.
Significantly reduces the tedium of things like farming low level monsters for Auro missions.
Overall reduced keystrokes/inputs for less fatigue/RSI.
Provides a sort of loot filtering, reinforcing all three of the above points.
Vastly reduces the barrier-to-entry to begin making even vaguely relevant income for new players. Currently, one either needs a smith with hundreds of millions invested or a hard-to-obtain and expensive backpack to farm, realistically.
Negative:
Makes one of the chase/end-game items less relevant as every class no longer needs Greed.
One-to-one melee farming options (like thief classes at Mavkas) become even less relevant, but still see minor efficiency gains.