The mechanical act of crafting, i.e. pressing the buttons during a craft session, is not the strategic part. That's just a timesink, but a good such in the sense that you are forced to think more before the physical crafting. The strategy should already have been thought of and done before you even start the physical crafting.
Once you have crafted enough, like I have, you don't even have to think about the crafting per se anymore. You would already have an idea of how much time different crafts take in comparison to each other and what buttons you need to click and how your success rate is.
So what do I have to think about: time management, pricing and #selling slots. There are so many ways to get profit, but every person has 2 limited "resources": time and # selling slots. By introducing more and more variables to the time management problem, you force me to think more.
You got a valid point though: if you already were spending all your time thinking about other things, like the crafting system, then it would not make sense introducing a complex inventory management system as well to think about. However, the reality is that when you reach crafting endgame, there is a hell lot of time when you don't have to think at all and you just do because you've already thought enough, that's why the current or a more thought-inducing inventory management system is necessary: it introduces more thought in a endgame where there is far too little thought required.
You make it sound as if I would be completely surprised and amazed if I had a "good" or "excellent" happening. Of course the plan you figure out before crafting (endgame crafting) already knows exactly what to do when you get a "good" or "excellent" in different situations, so there is no actual thought to speak of when you see "good" or "excellent" happen, you know exactly what to do in such situations.
I suppose midgame crafting would be the point where you would find inventory management something that simply removes time you can use to optimize your crafting, because at that point you may not have enough experience to know exactly what to do in different situations, but you may have so many items so that inventory management becomes a problem to solve. During endgame crafting, you no longer really have to think much if at all about the crafting itself, so every little bit of extra thinking required counts at that point.
Edit: To be more precise what I mean about endgame crafting: the point where you have several classes where you can guarantee 100% HQ on i70 item.