So after getting my last 'real/worthwhile' craft to 50 I've finally been spending some time trying to HQ, multiple melding and testing out abilities. I've come to the conclusion that the crafting in the game makes little to no sense at all.
Things that make no sense:
1) Crafting stats. I know we've been told that certain items require craftsmanship and others require magic craftsmanship. Aside from the obvious "Ok.... which items require what?", the ONLY improvement I have seen with boosting either one of these stats is a small increase to 'progress' when using standard synth. This experience has come from doing rank 53 items and doing rank 41 items as a 50 across different classes. Control also seems to only stop sparking during a synth(which never happens unless you fail a lot). I've even gone as far as wearing multiple stat +7 rings and melding a stat IV materia to each tool. Synths do not become 'easier'.
2) Elemental instability. This drives me insane. Being rank 50 boosting craftsmanship, magic craftsmanship and control seems to do NOTHING to help against this. Making woolen gear on weaver I see elemental instabilities pop every other craft. There's even ones where after I 'wait' out one instability, I'm greeted with another one just after the next synth attempt. As if this wasn't bad enough, there is no way to determine what elemental instability will pop during any synth, A PROBLEM THAT HAS BEEN HERE SINCE LAUNCH. I understand maybe this is deep in coding or something but a response from a dev about this would be wonderful. How is is that making mahogany pattens of intelligence pops earth, fire, lightning, ice and wind elemental instabilities even though I'm only using an ice crystal? I can't even plan on using brand abilities because ANYTHING could pop. It's incredibly frustrating and makes any sort of strategy during a syth rather worthless. Is this intended or something that you plan to fix?
3) Abilities. I'm not sure if it's because each of the abilities are tied to parts, materials, finished or decorated items but at least 50%, if not more, are basically worthless. Using tender touch while making a finished item does absolutely nothing for durability loss, which again might be due to it being meant for 'parts', but can we do away with this junk? It would go a long way for making crafting more fun and interactive. It took me over a year after launch to get all crafting classes (aside from 32 cul and 46 alc) to 50. I should be able to swap around and use different abilities to help me make items easier.
I know 1.21 will be bringing around a HQ revamp. Could we get some info, when available, about what to expect for the crafting system? Specifically can we still HQ items with NQ mats using the same system as now? Will you be adjusting crafting stats or anything else for that patch? Just like half of the other formulas in the game, the ones for crafting seem totally random and hard to determine what actually helps and what doesn't.