In Skyrim, I quickly up the blacksmith craft, charm and alchemy, and install a lot of mods on the craft. We would like to TESO Kraft was in a similar, but more complex.
1. Realism. Basic wood, ore, rocks, grasses, etc. have produced "in the field" from the corresponding locations. The rarity of the individual ingredients is achieved by the complexity of the collection, the craft-level of the player, the level of locations where there is a harvest. No "Kill X wolves and maybe you will gain “log of ironwood “!
2. Justification. Crafting things should be much higher native and, respectively, more expensive with the exception of rare and legendary items. I dislike Everquest 2, when I found that crafting things I can sell only for the cost of ingredients.
3. Complexity. The crafting system of things almost perfectly displayed in the game Vanguard SOH. I think the synthesis of craft Vanguard SOH & Skyrim can perfectly fit in TESO.
4. For all and not for all! Everybody may engage craft, but to become a top-end crafter desired but spend a lot of time, which should be appreciated.
5. Quests and tasks for crafter. Exams crafter. Assignments guilds. Repair items. It would be great to go to the tavern and repairing furniture, get the bartender for a discount.
PS. Sorry for my English