It may not be true for crafting as a whole. Unfortunately, at this point I’m really not interested in dumping 525 points worth of each Tailoring and Enchanting to go find out for sure whether other professions are more viable and hope that they don’t gimp those professions too.
I understand what you are trying to say, but I hope you understand why I might not be excited about going off to find the couple of crafting professions that don’t suck after having gone down a lengthy road on these two that definitely do.
I think there could be ways to improve it, but I’d have to put a lot more thought into it than I’m willing to. That’s the job of the developers, not me. I just know that the current system (with a nod to Lorini, at least for Tailoring and Enchanting) seems pretty poor.
I actually am one of the people, for example, that thinks that EQ2 was a step in the right direction with having at least a minor skill based interactive system. It didn’t bother me nearly as much as it does other people for some reason. Though I think that there could be better systems. Increasing cool downs is really just substituting time cost for mats cost.
There are different things that could possibly be done. Not allowing characters to have different skills on all of their alts, for example, would be a start (so that there would not be such a plethora of, “Oh, you don’t need to buy that, let me get on my alt”).
Yes, I’m aware that there are “disadvantages” to some of those things, but I’m not sure they are totally disadvantages compared to just being “not how WoW does it now.”
A lot of the things that people think “suck” really turn out to be things that people just don’t want to do themselves, or that hinder them getting exactly the equipment they want. Which would simply increase the value of crafters if they went into effect.
It seems to me that there are at least three things in the world that cause value add from manufacturing: time spent producing that others are not willing to spend, or can more profitably spend doing other things, capital, and knowledge/technology. (I assume that things like specialized production equipment, etc. are subsets of the latter two.) Those would be the areas I would look to in figuring out how to add a value-add component to the game. Right now, it is pretty clear that the time needed is no sufficient to differentiate in price (people get to 525 so quickly, that there is no real reason to pay for the time grind). There is no knowledge/technology except for clicking a button, and some increasingly rare (by that I mean, fewer recipes are random drops) recipe drops.