Crafting is almost literally skill-less. The sole prerequisites to crafting are some plat to buy deconstructors, etc, and being able to obtain an item from a chest to deconstruct.
I appreciate MMOs need grinds/time-sinks, but the ones that are raw time sinks with no skill component - like literally "how much did you play this week?" and "how much of it was spent clicking buttons on a crafting interface?" disgust me.
Crafting, unless there is some skill based element, like "do a raid to get a key component", should be bottom of the pile in terms of rewards and priorities.
I would use it solely as a mechanism to help new and casual players play with others in end-game-ish content, offering easy to get gear that's not close to the best of the best.
Making it a system with powerful rewards means adding some sort of treadmill - which can't be skill-based since it's intended to be a general a non-raid reward crafting system and therefore higher tiers must simply require more time investment.
Asking players to spend dozens of hours turning off their brains and clicking on nonsense interfaces is offensive and just rubbish design eliciting the worst of the worst in bad MMO design stereotypes.
I grinded up to ~130 divine, and ~100 arcane and elemental and feel dirty even thinking about that waste of my time - even within the context of a recreational game.