Problem for me is that I have been playing too long to put myself back into a new players shoes. I have a fair number of characters now - I am not crazy into alts for each possible build but at least 1 of each available class mastery right now - and I dont think I ever did any crafting on them until at least reaching Lagon… even my most recent levelled builds from when I understood the game far better…
I never crafted early because I didnt really need anything crafted… I distinctly remember reaching points where I would get my arse kicked by some lightining mobs or birds and realised I needed another level of elemental protection - but I still didnt use crafting because I would either have a choice item saved in stash or something better would drops from a few extra runs the maps… Its only at those moments like Lagon that I would consider a craft to fix a hole…
In the first few months of playing, I also didnt have any crafting mats (or at least not many of the good ones) so this also prevented me from relying on crafting.
So yes, its subjective but realistically I honestly didnt find the need for crafting (which is a plus for the loot drop system)… even on the new crafting system which is much easier than the old, crafting early on (even with an abundance of mats/resources) just didnt seem neccessary to me.
Not saying the devs dont want players to craft early, but lets face it there are hurdles specifically in place to prevent crafting - lack of mats, cost of shattering runes, low FP on low itemlevel white/blue and even rare items, big FP range loss possibilities mean some items can get one or two crafts max, lack of hope/chaos runes early in the game… All of these are nothing more than ways to prevent early crafting and I think they are negative in that they make it hard/frustrating.
So yes, they may not say they dont intend people to craft, but these factors say otherwise because they are almost irrelevant in late-game and for anyone who has run a few chars already and stocked up… so they are worse for any new player to experience…
I believe this circles back to my initial thought - of crafting early when there isnt really an incentive to do so… take the OP - its obvious to me - they have attempted to make good crafted items at a time when its REALLY hard to do so without a lot of luck, and this expectation has definitely resulted in frustration with the Crafting system…
I hate gated mechanics in any game but I am wondering if it would simply be easier to move the crafting quest later in the game and lock it better than it currently is (mat availability and itemlevel)… While this is a negatively focussed solution, it does prevent the frustration that early failed crafting can give players…