That is one issue that worries me as well. Trying to balance accessibility (not having things overly complex simply for the sake of complexity) vs adding depth and an 'interesting' level of sophistication to the crafting system.
In part it comes down to the design of the UI, whether or not the dev team can develop a UI that makes the system accessible. I think of something vaguely akin to the tech-tree in the Civilization series, to help players visualize how the various treatises connect together, and which they currently know. Visualization is usually key.
I also had thought about non-essential effects, such as the ability to make cosmetic changes to gear. Having one type doesn't have to preclude the other. These could simply be "fun" treatises on the side, or they could be part of a chain leading up to something more substantial.
The only issue I have with having the entire treatise system consist of non-essentials is that it would be viewed by many as "meaningless fluff". It would not have any substantial bearing on gameplay (in the primary form of measure of "affecting combat classes"), and so devoting development resources to something of this nature seems very low-priority.
I also considered treatises that allow a crafter to even create higher quality items. Suppose that after rank 50, only +1 items can be created, unless a crafter learns a treatise that allows for the creation of +2 items. Having learned that, the crafter could then learn a treatise allowing for the creation of +3 items. This could be blanket across all item possible to be made (very powerful, near "must have" ability), or restricted to certain types of items (perhaps overly complex). Perhaps a compromise would be a treatise that enhances the chances of HQ items slightly.
Additional options for treatises would be one that allows the crafter to sign her work, adjust the final stats of items created. There are many, many possibilities, so thank you for bringing this up!![]()


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