As many have said changes are needed, but not necessarily on this scale.

Some that I feel are needed is condensing of overly specific parts to more generic. Such as in the sample recipes that was given, take the front and back hempen doublet parts, add in all other hempen clothing halves, and convert them to one item called Hempen clothes half, and have it be used in pairs instead of needing doublet, tunic, shirt, etc halves. Another example someone else used was handles/shafts, instead of having them be specific for a lance, hammer, axe, etc. Have them just be ash handle/shaft, and each other type of wood used. And as to dying, unless there is the ability to make something patchwork(like the front being one color, and the back being a different), the dying should only be needed in the final step, but still use the same quantity of dye.

The another issue which seems to plague crafting at the moment, is the use of R40 synth results in R10 synths. Which just seems quite wrong.

The last change I would like to see would apply more to the mini-game portion. The big one would be to have end quality and durability have a much greater effect on HQ results, and have it be less RNG. If you are able to finish a synth with exceptionally high durabilty and quality, end up with something like a 55% chance of getting a HQ+1, and 30% for a HQ, 10% for a HQ+2, and 5% normal synth. As quality and durability go down, skew the odds more and more towards a normal synth with quality having a larger effect on outcome. As to other things, I would need to play around a bit more with crafting as it has been a while since doing some, but wanting to get back into it.