the main problems with the crafting changes arent really about difficulty, its about not serving any real purpose, and primarily the effect it will have on leveling crafting, and profiting from crafting. To level crafts you either spam materials and parts, or you make the parts you will need later, the truth is as lienn mentioned, people didnt craft finished goods for leveling sake, so the complexity of the recipes, was largely only for people who wanted the item to wear or to sell, this set an actual real value for the item not only on the level of the crafter, but the time to make it. It wasnt as effected by the fact people had to craft to level up.
Its basically the same as putting good items in monsters that are more difficult to fight, you generally want to make items that are supposed to have value, not drop from the monsters that everyone has to fight all day.
Taking out books is a big problem, because it was one of the few milestones, and strategy elements that a crafter might make, should i get tailoring or weaving? how am i planning to spend my time leveling? what will be my focus? these questions no longer need an answer.
As for taking out needing crafting support, this further de incentives working in the actual town where there are crafters, and thus decreases the identity of each city state. When the game started, you essentially could find crafters, in the crafting guilds, or by the repair npcs, If you needed something made, this is where you went. This is less the case without guild support, and in a system that doesnt have a very effective advertising or selling, being able to know where you could find crafters was probably a good thing not only for uniqueness of towns, but also for trading/buying/getting orders made.
My main problems with the changes, is they are changes, but they dont seem to consider the long term effects, and overall effect on the game. Making recipes simple is fine, but you should do so in a way that will make crafting better, and its effect on the gameworld better.