I woulden't call that a Hardcorefest Gukie.

And there is a lot more we can add than just making it hard for everything to happen. Some people like the serenity of being able to sit and craft to their heart's content, or to go to battle with a piece you sweat and toiled at to make happen like the olden days of forging.

All this concept of chasing after old legendary weapons and figthing bosses really does pull out of loop the desire of actually MAKING something that's legendary. I donno about you but the concept of sitting and toiling at a weapon that could cross swords with Excaibur and not burst in to broken shards on the first swing is appealing to me, even if Excalibur ultimately ends up being the better weapon - The feel if being able to make something like that would be an awesome draw to crafting. (Which is why people requested abjuration gear, though I'd rather ask for a different, more open minded system.)

Though, I get the feeling of what you're trying to pitch: A game with entrenched excitement in most of it's aspects, rather than the feeling of 'work work work' instill the feeling of adventure in every part of the game. I understand it, but I don't believe you approach is correct.