"We loot the bodies -- any treasure?"
This is all well and good for creatures carrying weapons and gold, but what about all the beasts that don't? Sure, you get XP, and clear an obstacle, but so many times I've had folks upset that they don't GET anything tangible from an encounter.
With crafting skills, and alchemy, it seems like there could be other options. While it might seem similar to "vendor trash" in an MMORPG, it would be nice if you could "harvest" materials from beasts.
Let's say your party kills a dire bear. Obviously it's not carrying money. But what about it's fur? Isn't that worth something? Your ranger might have Profession: Skinning or Tanning. Bearskin leather armor/cloak (complete with headpiece) would be great to wear into battle -- the bandits might think twice about messing with a guy who brought down a dire bear.
Those claws and teeth did a number on your squishy wizard. Why not reuse them? Dire bear claws would make for a wicked dagger or something. There are material listings for dragonscale and angel skin, but what about all the other beasties in the land?
Does "dire" necessarily mean "infected"? I mean, if you're low on rations, smoking up some bear jerky over the campfire would keep you going on your trek for quite a while.
And what about those crazy innards? If bear bile is used in traditional Chinese medicine, surely your Alchemist can find SOMETHING among the entrails that would be useful down the line - grab that gall bladder while you're in there.
Some of this comes down to GM control, of course, but it sure would be great to have a listing for the monsters with no treasure that a knowledge, crafting or profession check would help them find something a simple perception roll might not.