I've said this before in several other topics, but the issue is Mortal Online uses a cut and paste crafting system found in nearly every MMO with only ingredient complexity to set it apart in any way. This is not obvious, because it is so rare to have experienced a truly unique crafting system these days. But the general format is:
Gather Resources (This takes time and effort) > Setup and Execute Crafting Recipe (This takes a click and a short timer) > Finished Item
That's not a crafting system. That's a glorified gathering system. EVE isn't a crafting system. It's a factory management system.
Wurm Online has a crafting system. Wurm Online has the ONLY true crafting system found in MMOs, at least among the ones I have played. Wurm Online works like this:
Gather Resource (This this takes time and effort) > Assemble complex item and/or make and improve an item (this takes time and effort) > Finished Item
You see the difference? A REAL crafting system doesn't load all the crafting's effort into the gathering portion. A real crafting system gives crafters value by making crafting take time and effort. Once you have that you can increase the difficulty of leveling a profession and remove caps entirely.
"But everyone will do everything." Not if it takes time and effort to raise your skills. Plus dedicated crafters SHOULD be able to do a couple professions. Right now we are handing out freebie professions to people who don't even enjoy crafting making everyone feel forced to do it. That's not how it should work. People who actually ENJOY crafting should be the crafters of their guilds. There are several people in my guild who would never lift a finger to craft again if I could do it for them on one character, but who are crafting now because it's so easy, and because we need them too due to skillcaps. That's a bad thing.
"But making thousands of daggers to level crafting is boring." That's not how you raise skills in a REAL crafting system that takes time and effort. Burning materials on crap is a symptom of a gathering skewed "crafting" system. When crafting takes actual work, you can level on a smaller number of items, and it becomes far easier to make things of actual value.
"But this is boring. I don't like the idea of crafting taking a long time." Then don't be a crafter. If you don't enjoy crafting, don't do it. Thinking a crafting system should be catered to people who want it to be over fast is no better than people who come here asking for PvP toggles because they don't like PvP.
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While Wurm's crafting system has rich complexity, and I would LOVE to see any other MMO including Mortal Online attempt to rival it. It doesn't NEED to be that complex. Giving crafting actions a simple mini-game like
Fable 2 Blacksmithing and having it take say 2-5 minutes to make a piece of gear, with player accuracy and skill decreasing those times and perhaps even giving a chance to produce a masterwork version of the item over a high enough accuracy threshold would be fine.
The idea is, it shouldn't be over in seconds. Nor should it be something like extraction where you just sit there in wait. It should take time, and you should actually have to pay attention and put forth effort during that time. (Wouldn't mind seeing that principle applied to extraction as well TBH)