This is a suggestion on how to implement BtA and unbound crafting in simple terms for the developers.
Step (1)
Redo funky ML formula in game now fo BtC items to instead make BtC items the same ML as a looted item of the same combination would give.
Step (2)
Remove prefix/suffix limits on loot and craftable items and add all craftable effects to the random loot tables. Make the true limiting factor be the ML of the item.
Step (3)
Allow effects that are not normally found on a slot to be allowed on a slot, but at the cost of the modifier adjusting the item's ML up by two for each such unusual mod. Apply to loot tables as well as crafting tables.
Step (4)
Add BtA craftable items that are the same as BtC loot except with a ML of +1 (total for the item).
Step (5)
Add Unbound craftable items that are the same as BtA loot except with a ML of +2 (total for the item).
In simple terms here....
Trash loot can then be better then crafted loot (RR would be two levels lower then BtC).
BtC is better then BtA with a one lower ML.
BtA is better then unbound with a two lower ML.