Better idea: remove the random from HQ(IE: 100 quality = HQ1, 200 = HQ2, 300 = HQ3) and give real consequence between the choice to craft quickly and the choice to craft for quality.
Example1: a player leveling goldsmith is making a decorated silver scepter. He is not concerned with how the item turns out, only how much SP he gets and how long it takes. He puts in the materials for the scepter and hits standard, which brings up a DoL-style minigame of some sort. Simple and done, he is rewarded with his SP and a NQ decorated silver scepter. If instead he wanted to go for an HQ, he would have hit bold at the outset, and maybe had to go through 3 or more rounds of the minigame. If he was successful, he would likely come out with at least a +1, but at the cost of time to do so.

Rapid is gone in my butterfly-filled dream land, too. Standard and rapid overlap by design. There's little point to having the two, both now and in the example above.