Using the right skills at the right time is most of what crafting is. But yeah. The gameplay loop might've been made more interesting with more trade-off conditions. More progress, but less quality, etc. Depending on how difficult the crafts actually are, could lead to the gamble of holding off on, for example, progress, hoping for the condition to make it easy, risking a failed craft. Or make progress like usual, and take the quality hit if the condition comes up.

It's a good start, tho. I really like the idea of conditions being more than "bigger boost to quality." Hopefully it continues to improve. And hopefully these recipes provide some of what you're looking for.