Randomness is not challenge and good luck is not hard work. We already have plenty of work required to get to three star ready in the first place, and furthermore to raise the gil necessary for the expensive materials. RNG or no, we're still lacking challenge, and RNG presenting in lieu of challenge doesn't make for a better crafting system.

It might be a different story if NQ were ilvl 90 and the chance to HQ were 10% or less, but HQ is the expectation and NQ is a big waste of gil.

An alternative I think would be better is if the materials remained difficult to HQ, but the final product were easier. Putting together a bunch of different materials can be pretty fun, but it's frustrating to have all that work go down the drain because 99% wasn't enough to appease the RNG.