I think a big issue with the higher opportunity cost of the new system is that now it feels like crafting isn’t a thing you dip into until endgame because even though it is objectively more flexible (due to stuff like being able to change an affix you don’t want by using a new rune etc), the number of times you can use the system is heavily diminished unless you have an endgame item to play around with.
Honestly one of the things I liked about the crafting system was that even though higher level crafts were locked behind a certain level (which is fine), it was easy enough to jump into at low levels. Right now, like the crafting system on other games, it seems to have become an endgame mechanic and honestly speaking, it’s not fun enough to be just an endgame mechanic. At least, not for me.
Perhaps we’ll come up with new strategies and ways to use it, but one of the goals of making a new crafting system was to remove the feels bad moments of the old crafting system. But we’ve really just gone from one type of feels bad moment to another type of feels bad moment so does that really achieve what it set out to do? I think a lot of parts of the current system are great improvements but if you have a bunch of tools but only a limited amount of room to use them, I feel like that’s worse than having less tools but more freedom to use those. At least in my own opinion