Honestly I think they are moving in the right direction, but the minimal Bonus users gain from the quality of their Synthesis are far from what is needed to stop the auto crafting and turn Crafting into a viable engaging part of the game.
I think the XP bonus was a good idea, despite being deficient.
Now they need to add something like a Chain Bonus for Multiple Items in a row that break a specific quality.
Something to the Effect of.
Synth 1 = XP+Qual Bonus
Synth 2(Target 20 Qual) = XP+Qual+Chain(+20% XP)
Synth 3(Target 30 Qual) = XP+Qual+Chain(+30% XP)
Synth 4(Target 40 Qual) = XP+Qual+Chain(+40% XP)
...
Synth 10(Target 100 Qual) = XP+Qual+Chain(+100% XP)
Synth 11(Target 100 Qual) = XP+Qual+Chain(+100% XP)
This style system would require players to be in complete control to maximize gains and offer a significant reward for success. It would also prevent players from feeling forced to do recipes 8 levels over craft for remotely decent XP. On level Synth for 300 XP + 50% Qual Bonus = 450 +100% Chain 10 Bonus = 900 XP
This would be a system worth focusing on as opposed to the popular watch a movie method.
It would also require minimal adjustments to the current crafting system.
Since on level synths are much easier than the current 8 levels up system players would be able to complete synths at a much faster pace.
It will also give players a challenge in attempting to achieve and maintain higher level chains.
Chaining also present a good opportunity for a set of in Game Achievements.
Finally, it will present players with the opportunity to strive for High Quality Synths while still obtaining a significant amount of XP.
All together, I think a simple Chain Bonus system has the ability to address a very large number of the problems people are having with the Crafting System in a very simple way.
Depth , Challenge, and Reward, but most importantly Balance.