I would love to see the competition changed from a grindfest to something that more accurately reflects player understanding and ability, but the skill cap on expert crafts is just too low and the RNG too high to do that in the ways people are suggesting here.
If everyone had 50 attempts under the current expert crafting system, there would be a very narrow point spread at the top and the difference between the person with 37 max-quality crafts and the one with 39 would probably just be a function of luck. Increase the collectability cap to something like 10,500 and we would be forced to lean on Hasty Touch and Patient Touch to build stacks, introducing even more randomness into the rankings. Increase it to an unobtainably high number and the whole endeavor becomes 100% RNG.
There is a decided upper limit on what you can make without Good or Pliant procs. That might be a bit higher or lower depending on your approach and your particular melds and your tolerance for risk, but eventually you'll run into a wall where you simply cannot go any higher. Anything above that is only possible because of Pliant and Good conditions, and thus a reflection of your favor with the condition gods rather than your ability to squeeze blood from a stone. You need to be competent enough to use Tricks of the Trade and Manipulation in the right places, but that's not a super high bar. No one is ever going to look at a craft that hits 20,000 collectability and think "Wow, I wish I were good enough to do that!" They would rightly think "Wow, I wish I got that many Good procs in a single craft!"
There are a number of things SE could do to make expert crafting a bit less luck-based (tone down Pliant, lower the progress so players aren't forced to rely on Rapid Synthesis, etc.), but the only way to really make it a better reflection of player understanding and skill is to make expert crafting harder (as in more complicated, not just the same system we have now but with bigger numbers).
In my view, the way to do that is to make it less strictly reactive and more forward-looking. Crafting used to involve planning ahead, stacking nested buffs for optimal benefit. Now it mostly just involves reacting to conditions as they appear, which isn't all that hard. Ideally, it would involve both planning ahead AND reacting to what happens during the craft. I don't expect SE to bring back Steady Hand or Comfort Zone, but if they wanted to make crafting a bit more forward-looking again they could do some things like:I'm not saying that reacting to conditions is bad and I understand that some RNG is necessary, but if you want crafting to better reflect player understanding and puzzle-solving skills, on any given step the answer to the question "What are you going to do the step after next?" probably shouldn't be "Who knows? It depends entirely on the next condition and the one after that."
- Give players some control over conditions -- maybe a crafting equivalent to Impulsive Appraisal or a Careful Observation analogue that sets the condition to Normal and gives you whatever your old condition was on the next turn.
- Add more structured abilities, a la Whistle While You Work.
- Add more combo abilities. Some of the most interesting expert crafting decisions arise when you have something like Great Strides > Innovation > Preparatory Touch > Great Strides > Observe > [PLIANT].
- Make our buffs stack multiplicatively. Currently, all the %-based ability buffs stack additively so, for instance, Muscle Memory > Veneration > Groundwork x5 is exactly the same as Muscle Memory > Groundwork > Veneration> Groundwork x4. Players should be rewarded for understanding how abilities work and slotting them together optimally, not for understanding that it just doesn't matter.
- Make Waste Not less bad by letting us use Prudent Touch with it, at least for expert crafts where the inclusion of Sturdy (and odd durability levels) makes the WN/Prudent limitation seem a bit unnecessary. Even without the limitation, no one would use Waste Not before/apart from Manipulation anyway.
- Allow us to see the next condition in queue.

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