So, here's an idea. Change the entire way we do crafting (and possibly mining/logging/fishing, though they need it less) so that it's similar to combat: You have certain variables you need to keep track of, and use appropriate abilities to alter them as needed. They could either do it in a way that's similar for all classes (Need to think up what kind of variables would effect all crafts equally though...), or have different crafts have slightly different mini-games (Probably harder to implement).

An example using blacksmith/armorer/goldsmith is that you'd have a Heat statistic that must be kept just right: The higher the heat, the easier it is to make progress on the sword, but too hot and you'll melt your product. If you let it get too cold you can't work on it, but you CAN heat it back up again: It gets harder to work each time you fail in that regard however, and will eventually fail the synth.

The heat mechanic I could also see working for alchemy and cooking, although they'd more likely have it inverted, using stirring and other methods to avoid burning whatever they make. Leatherworker, Carpenter, and Weaver are a bit harder to think of a rationale for, as they all use relatively harmless materials that one can (and should) take their time with. Of course, what I posted is merely an example, I am not asking that they use that exact route.

In either case, basically what I'm asking for is to make DoH/DoL less of a pass/fail, and more something where your stats have gradual, but noticeable changes, and where failing should not be primarily due to bad luck, but more to do with failing to pay attention to what you're doing... or just plain being unskilled at the discipline, either in-game or as a player.