I have been an avid supporter of crafting but with the way that unbound is being handled I have questions, suggestions and even some doubts.
Its time for the Devs to go all in, share their full vision of crafting and stop seeing random gen loot as something that needs "protected." Random gen loot is now DDO's version of trees and mines, this is how your current design makes it and that is how you should start seeing it.
Concerning weapons, random loot is important to those that are just getting started, don't own the Shroud AP and monks. So, who are you protecting random gen for? Balance? That ship sailed with Green Steel.
Part of the allure of crafting is to finally make that perfect item to complete your set in conjunction with named items, raid items and and finally epic items. It would also be nice to make a living as a crafter by making shards that others can use and may be even have a need to reuse (buy-more).
If what I am seeing and reading is true and there is only 150 levels, unbound items start 30 level higher than bound, that some items can't even be crafted at level 75 (some greater banes, smiting, etc) and that the unbound versions of them would never be possible, then what's the point of unbound? Why invest the time and resources into a system that will not let you make the items that are most desired, most profitable?
Frankly I think unbound items should be the same level of crafting just a slightly different crafting process and many more essences required.
If your concern is that eventually everyone would have the best of the best with no decay, then you need to design in decay of some type. Have unbound crafted base items have slots like guild slots, unbound shards can go in these and have a 7 day timer (decay without losing your silver base item) or simply prevent crafted unbound items from being ritually bound so as to prevent damage/decay or some other measure but everything that is in the random gen table should be craftable for both bound and unbound items.
Frankly its hard to give suggestions with no idea of the direction of crafting in general.
Are you going to allow all aspects of random loot to be crafted?
If no, why?
If yes, will this only be true for bound items?
If yes, why?
What are you plans on disposables and/or consumables?
I would like to stay an avid supporter of crafting, but I need your help to do so and in return I will keep making positive constructive suggestions.
I thank you for your time reading this post.