With the removal of shard and crafted item deconstruction experience I certainly hope that you have enough recipes in the system that do not require limited quantity special ingredients (collectables, greensteel ingredients, pure eberron shards, etc...) so as to allow a viable leveling experience path to the max crafting level for all essence types in all crafting schools.

Otherwise you just rewarded the "power-crafters" who were the impetus for this change and punished the average or casual crafter.

Furthermore, there should be much more consideration put into the experience gain and crafting level mechanics in regard to resource expense/requirements. You cannot realistically expect to force players to use recipes that require 10+ greater and 30+ lesser essences per combination for paultry, and repeat-based dwindling, experience gains when higher levels of crafting take thousands of exp per level and still gain player acceptance of the crafting system.

My original thoughts on revamping the crafting experience process:

http://forums.ddo.com/showpost.php?p...&postcount=826

The changes identified in the 10.2 release notes have some serious far reaching implications. I hope you have fully analyzed the impacts and have taken steps to address them appropriately.