Yep, crafting is most fun when you understand all of the underlying mechanics and can develop effective strategies. It isn't simply about learning your abilities either. The idea is to design your synthesis on the fly, not to follow pre-designed rotations, which are inherently limited.
Macros obviously won't teach you anything but mechanically following a rotation and using a strategy as rudimentary as swapping HTs for BT or PT won't get you far either as far as crafting mastery is concerned. Rotations with BT swaps were popular in 2.2 but they were extremely ineffective when the newer ARR endgame crafts were introduced in 2.3-2.5. It’s where the majority of crafters failed in ARR endgame crafts (like the master 2 tokens or even 4* crafts or artisan’s offhands). This strategy is similar to mastering battle rotations on a striking dummy and refusing to learn specific raid/trial mechanics. You’re ignoring RNG mechanics and calculations. It only works now in HW because the crafting balance has been designed to be very casual friendly in terms of difficulty.
In a RNG based system, you analyze probabilities when coming up with your design (before and during the craft as you're designing as you go) and some of the common techniques I’ve heard quoted don’t really make sense. When working on your design, here are a few questions you should be asking.
During the Maker’s Mark phase, one common practice is to avoid the use of tricks of the trade if SH is up (for pbp). Does this make sense statistically? Is it worth sacrificing 20 CP just so that your 90% success rate of landing FS is increased to 100? Even if you have one extra FS miss, is it detrimental?
Is there an overuse of CS2 for most posted rotations? RNG free/minimal RNG progress comes at a price....
Is swapping HT for PT efficient (I think so if you have the CP to spare)? Is swapping HT for BT efficient (using a swapping strategy, the majority of your swaps will be HT for BT)?
These are only a few considerations out of a number of them. HW crafts are more interesting than ARR but only if you look into mastering RNG mechanics. Difficulty is easy though as you’ll breeze through even 4* final products from all NQ materials.