FF9 Ozma = difficulty based on rngListen. I respect that you're trying to converse in a language not your own. No kidding, I admire the hell out of that kind of effort. But I don't think you completely understood what was being discussed here by Maeka, myself, or what Ryaz said just above.
Crafting is easy. It is. I'm not going to stand here and say that it isn't. But adding difficulty and adding randomness are not the same thing.
Adding random elements that are pivotal to the success or failure of a craft is not adding difficulty to crafting, it's just adding tedium. Basically it's saying that if you prepare yourself, get all your stats together, put all your ducks squarely in a row, and do everything right... you might still just fail because.... difficulty? ¯\_(ツ)_/¯
I have no objection to the principle of adding more complications to crafting. But the system as it is currently designed is just a math problem. You just do math. Your answer is either correct or incorrect. There is nothing in between and there is no room in there for adding difficulty.
If SE decides they want to redesign the system so that it isn't just a math problem, that's their choice. Several other MMOs have done something similar with mixed results. But just adding a random chance to fail isn't the same thing and we should be intellectually honest about that.
Difficulty != Luck.
As for Ishgard adding this kind of thing? I doubt it very sincerely. I know we don't have a ton of information on Ishgard restoration crafting yet, but Yoshi P has already said he wants the entire server to cooperate here. That tells me it will be an inclusive system not an exclusive one (like say, Ultimate).
FF12 5 judges trail = difficulty based on knowledge
The latter is what crafting difficulty should be.
Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!
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