With 3.5 coming soon and having seen the entirety of the ideology behind crafting, how would you change it's rather cut and dry concept of unique recipes to crafts?
While this does limit the amount of people who can craft said recipe, does it really add to the game when every large patch just throws it into the common pool? In this way Specialist Recipes just become this weak form of gating recipes to limit players to being able to only fully craft from 3 of the 8 DOH within the game.
You don't create a community of crafters with this concept because at the end of the day all you really have to concern yourself with is having 2 other friends who can get the other 5 craft classes to make up for the ones you can't do, so then you have to ask yourself, what good do Specialist Recipes do when it only takes 2 people to create a monopoly?
I feel like if you want Specialist to work, you have to be more ambitious with it, unique recipes are a very loose reward when they just become common after a few months. So why not have a system in which being a specialist means you learn how to do things better, more efficient, with time and practice?
This is what I mean, So let's say I'm a Carpenter Specialist and I synth a lot of Cedar Lumber. The more I synth this Lumber, the more efficient I become with it, at my first rank I learn how to produce the same Lumber but with 2 less Logs needed. As I rank up again I can now produce 2 Lumber but I go back to needing 5 logs. By Rank 3 I Master the ability of using 2 less against and make 2 Lumber per. By Rank 4 I unlock the "Double HQ" potential which not only grants me HQ Lumber but also doubles the quantity I obtain which in this case would be 4 HQ Lumber and the cost of 3 Logs.
Why can't we have a system like this which actually shows progression with a recipe we craft with? Now not every recipe needs this lving process, heck I"d even go as far to say you just create a very Standard form of skill for each recipe type, so all Lumber would share the same skill lv so as you level up your Skill you would reveal new effects when crafting said item type. Keep in mind this would be the new specialization concept, a means of being able to craft quicker, more efficient, needing less, making more, that's what specialization should be about. It should be about making your Crafting Classes of choice more efficient. Where you can have a form of progression past the gear grind that can be carried over into future expansions.
At the end of it all, what really drew me away from Crafting was just feeling nothing interesting from it, I was just getting gear to have it and sadly the specialist Recipes added are so bare bone, so for your efforts you have the opportunity to craft 3-5 of the unique recipes that only Specialist can make. The "reward" doesn't fit the time it takes to get there when you consider that for Carpenter this current patch version I have the "luxury" of crafting some gear to help players who want to catch up so this in itself does nothing for current players and then as icing on the cake I obtain 2 other unique recipes, one being Teak Lumber, a part used for others that doesn't scream "specialist" when you look at it and the Tier 4 Aquarium which is nice.
But look at it like this, a Carpenter is chasing a carrot to gear up to be able to craft those Specialist recipes and yet when they get to that point the only thing they have to look forward to is one recipe. When you consider that's what the Specialist system amounts to so far, there is definitely a flaw with the system.