Actually, I was thinking of an item which just reduces hunger and thirst.
Okay..I'm not very sure about getting coins when you sac a corpse, because to my mind, I still think there's a lot of inflation going on, and most older players have tons of money in their bank accounts. I am not sure how the costs of training skills affect players, so I'm not going to comment on getting coins when saccing corpses.
I'd say no for tokens..since to my mind, that's associated with 'quests'.
I'm not sure about the other ideas, depends on what other players and imms think
The thing with saccing corpses is that the bonuses would have to reward people of that tier and level appropriately. You wouldn't want high level players going to easy (newbie zones) and killing mobs just to receive a reward, and depriving newbies of doing quests.
What I was thinking of originally was an item that sets a counter on a player, and checks if the mob killed is roughly equal to the player's power (level, tier).
Each time you kill a mob which is suitable, it increases the counter by 1.
When the counter hits a certain value, say 100, there is a random chance of something special happening which is just hunger, thirst decreasing by a bit. Regardless of its happening, it will reset to zero, and the cycle continues. I suppose if you want something more complicated and rewards different items, it can still be done, setting ifchecks for multiples of numbers / pre-set values of numbers, say a reward if it is a multiple of 500, or a reward if the counter hits 1000 flat and so on.
However, saccing corpses for a reward MUST 'reward' lower level players more frequently than high level players (not that I have anything against them), otherwise, it's going to be terribly unbalanced and will most probably have some repercussions like empty low level zones and so on.