I've been a somewhat avid crafter, but haven't had the time to fully max out a craft yet (although I'm working on it). But while doing some levelling on a particular job class, I realized I had absolutely NO armor to carry me through a certain section of levelling that job class... because there was no level 50~60 artifact armor nor level 75 relic, or Emperyan armor!.... And there were no Sparks armor to purchase past levels 50 through 90! Sad thing is that I also had the necessary items to create some of the armor to bridge the gap... but absolutely nobody (including me) had that particular crafting skill level to do it.
So the thought has occurred to me.
Create an NPC for each guild that can craft all item recipes. But the requirements for the NPC to craft for a player is that the player must come up with ALL the materials needed for a crafting recipe including the crystal! As long as all those requirements are met, the NPC can craft that item.
For example lets say I would like a Scorpion Mask made... I have all the items needed to make it but do not have a high enough Bonecraft skill, nor can I find someone capable of doing it on the server.... So I could take all the materials I'd gathered to an NPC at the Bonecrafter's guild, trade all the necessary items, and they'd make it. Since some recipes can call for up to 8 total items, it would be best to have the player trade the crystal first to the NPC and it would open up the "crafting" menu, except the NPC would do it instead of the player.
Depending on how effective this could be, you may allow the NPC to create High Quality items or not depending on how it would affect the game economy. If you don't allow the NPC to create HQ items, such as armor/ weapons, then it would still make players who do craft items to keep crafting as a viable opportunity to create and auction HQ goods.