Per-User Incrementing of Channel Point Costs
I run a custom interactive overlay that lets users spend points for in-game effects. Right now they can save up points from multiple streams and spend them all at once to get a big advantage. I'd love a setting that makes it more expensive for a user to redeem a channel point reward for each time they've done it during that stream — it'd encourage them to spread out their spending a little.
For example, I could set the initial cost of a reward to 200, and the increment to 50. The first time in a stream that a user redeems it, it would cost 200, the next time 250, the next 300, etc.

-
HappyCcino commented
I like this idea, but would add that it would be nice to also be able to see how fast/often it would "degrade" the price. For example, the cost could be reduced back to the original say every hour, 6 hours, etc. or they could be set to go back to standard, say an hour after stream.
Also, cumulative cost growth (+50, +100, +150) and exponential cost growth (+50, +100, +200, +400) would be nice to have as available options. Or even give us the ability to put in a spreadsheet style formula to determine the cost for each subsequent use of a particular redeem.