Is it just me or is the number of different crafting systems (and subsystems) a little gratuitous? If you dont know what i mean, go to the DDO Wiki, press on crafting and look at how many different kinds pop up.
Leading to my suggestion: Roll them together. Sort of.
Fair enough if you want to differentiate 'special' crafting from 'mundane' crafting, such as between say Greensteel as opposed to cannith crafting, but why make a different 'system' for alchemical instead of adding the alchemical to greensteel or similar high end crafting? As far as i can see its makes sense and would fit, wouldn't it? They both use special collectibles and other unique loot/ingredients so puting them together shouldnt a problem.
So theres a few ways to do this:
-Trapmaking, Cannith crafting and Guild crafting (or aspects thereof) get integrated into each other into one system. This becomes 'normal' crafting. This will be the one that most players will be using on a regular basis using common materials and has the levelling/difficulty system as a progress backbone, virtually identical to the current Cannith crafting.
-Miscellaneous (adventure pack) crafting, Greensteel crafting, Dragongear crafting, Incredible potential, Alchemical and Epic get rolled together into 'High powered' crafting. These are done all at one place but still use their own ingredients or however else it is good to implement.
NOTE: Any new high end or mod/adventure pack based crafting would likely be bundled into this kind of crafting in the future.
-The stone of change can be one or the other really, or still be on its own.
So really this idea is more just to clean up all the scattered crafting pacets from all the updates and packs into cohesive wholes rather than to overhaul them.