Most of what I would talk about here is in response to Tobold's latest troll for using "Cool Downs" or "CD's" to craft items.
For the easy answer, the cool downs are not casual friendly, so my first response would be to say that it is a bad idea. Cool downs tend to make us feel forced to log in, and those types of things make us casual players uneasy.
I do find myself wanting to log in to get that precious gem transmuted every day and collect the 130-190 Gold. However, when they took the cool down from the high-end tailoring cloth, I found myself not having anything to do. I don't really like doing dailies, so the cool downs were about all I would handle many times when I log in.
So, here's some of what I like and dislike about crafting. First of all, they should be about the same. I really don't like that some crafts are way more profitable fun then others, and I think all of them need to be more important and corrected in the game.
Fishing has the correct skill building. You should gain from just using the skill, not by where or what you are fishing for. Don't force us to fish where we might otherwise not want to do so. I don't have a problem with a chance to fail or fish up vendor trash, although it is not really needed.
Alchemy has the "discovery" option built in so that we have a chance to find new recepies. I think they should have this with all of the trade skills, and it would be nice to include more of the recepies in the chance for discovery.
Tobold mentioned the "hard to aquire" recepies, and I don't like those very much at all. I am not a person that wants to go through a rep grind or searching the entire planet for stuff to make. Most of those items are not worth it, because there is a limit to what will sell.
I also don't really like the items I can craft only for myself. I think anything I can make should be available for me to sell to potential customers. I think enchanting has the best set up with the vellium's and they should expand that more to tailors and leatherworkers.
Recepie drops in dungeons and on monsters are nice. I almost always win the roll on these for tailoring in the ICC heroic dungeons, and it is a nice perk to be able to get something for yourself while you are risking your life to destroy the Lich King.
Tailoring in general is about completely worthless. There are only two or three items I have ever seen that you can even craft that anyone will buy on a regular basis. I have tried several times to sell Item Level 200 items on AH, and those things just don't want to be sold. There are some Royal Moonshroud items, and Merlin's Robe which are very nice, but I don't have the recepies for those. At 5000 Gold a pop, it's not likely I will see those any time soon.
A couple of the problems have to do with the fact that there is no reason to keep any of the lower level stuff around. There are recepies for each colored item, instead of just crafting an item and then dying it a color you or the customer can choose. Items with stats are somewhat silly since that forces it into a level range for the customer. Who ever designed that system obviously never played UO. All items including leather in UO could be dyed a different color. That alone opens up a lot of options.
If we were allowed to create scaled items similar to the Heirloom items that would grow with the customer, that would give us at least some potential market value for our crafted goods. Not all items need to scale of course, I am mostly talking about armor. If the items can adjust to each individual, and if there was a real reason people could wear something besides to stand out front of the bank, then we might have an economy starting here.
On a different note. Why don't we just have bandages? Why make it a cloth fest to train up a skill that everyone will get anyway? I think you should just be able to buy bandages or make them if you are a "tailor" for example out of whatever cloth you want and then sell them. Bandages should scale with the user. Does a level 80 character really bleed more then a level 1? Well, in health maybe, but comon. You should gain skill in first aid by applying a bandage, not making them. Again, this makes tailoring a little more important if they have something they can sell. You can always make them available on some sort of vendor for say "regular" bandage. Maybe let the tailored bandages have other bonuses or do extra healing.
Some of the cloth is too hard to find. Wool comes to mind. Fortunately we don't really need it unless we are training up First Aid.
So, this is just my first pass on this subject, but some things to chew on. Crafting needs a lot of work, but please don't make it take more time, lets work on making it worth doing and "fun"...
That's all I got.