The issue is not the guaranteed HQ of an item. Everyone who has the right skill / materials set should be able to guarantee 100% HQ when crafting (no randomization here).

The issues is that it should be harder to have the right items/skills/etc. needed to achieve the HQ of an item. For example:

-- Only certain rare buffs will give you the skills/stats needed to be able to achieve 100% HQ
-- Only using rare items will be able to achieve 100% HQ of an item.

So, let's say I want to 100% Sword of Cookiee
Today, I go get all the materials, sit down, craft, and have Quality 1000, no problem.
Let's say instead, if I did the exact same but could only max out Quality 750. Oh oh, big chance of no HQ.
Let us further say there is this rare and exotic item/gem/what-ever that grants you 250 Quality to your next craft. I could use that, and voila: 1000 Quality, and HQ!

The gating factor would now be the obtaining (and decision to use) this rare item. One would not spew out HQ items all the time due to its ease, but only for items that really warrant using this exquisite item.