It's easy to see that SE has mistakenly allowed luck to overtake skill where it concerns crafting, causing items and materials to become unjustifiably expensive as supplies remain sparse.

Having burned 600,000 gil and only getting one HQ serving of Rich Tomato Relish, I am seeking to figure out suggestions for SE to rebalance crafting. Here are some ideas I want to see implemented:

*Tricks of the Trade: CP recovery needs to scale with difficulty to allow for more steps. Maybe 1*=25 CP, 2*=35 CP, 3*= 50 CP, 4*=75 CP. Frequency of Good condition occurrences also need to scale with difficulty.

*Hasty Touch: Increase success rate to 65%, allowing the combined success rate with Steady Hand II to be 95%.

*Reclaim: Lower CP cost to 25.

*Comfort Zone: CP recovered should scale with difficulty. 1*=10 CP, 2* CP=12 CP, 3*=14 CP, 4*=16 CP.

*Steady Hand I & II: charges only used when performing Hasty, Basic, Standard, or Advanced Touch and Basic or Standard, or Rapid Synthesis.

*Waste Not I &II: see Steady Hand I & II.

*Byregot's Blessing: Efficiency bonus scaling with difficulty. 1*=25%, 2*=30%, 3*=35%, 4*=40%

*Ingenuity I & II: see Steady Hand I & II

*Great Strides: See Steady Hand I & II

*Innovation: See Steady Hand I & II

These are just a few ideas I have to make star crafting less gambling-based and more skill-based.