Here's something that bugs me about the crafting system. Alchemy, Woodworking, Clothing and Blacksmithing all progress in a "natural" way; the more you do it, the better you get at it. Researching traits takes a long time, but so does discovering alchemical properties unless you use addons. Regardless, these are all balanced and progress according to player effort and time.
Then we have Enchanting. To level enchanting efficiently, you need to harvest three kinds of runes - already more than any other profession requires - and then make enchantments. But this barely levels up your skill at all. Neither does deconstructing glyphs you find. Instead, you need to find a partner to trade enchantments with in order to level the skill at any acceptable rate. Why is this one so different from the others?
Then we have Provision, which is the worst of the lot. Rather than logical progression - make more to do better - provisioning is RNG-based. You have to find ingredients in boxes rather than being able to craft them, and unlike traits that you research and alchemical properties that you experiment with, the recipes are also produced by RNG in containers. If you don't find a blue recipe, you'll never be able to make blue food. It'd make more sense to experiment like in alchemy, research raw materials to discover recipes, or possibly to "upgrade" your food by using some sort of condiment items. This is not the case though, and thanks to the nature of RNG it can be excruciating to level up to produce the best types of food.
The latter two are simply not appealing to level due to these imbalances, and they can't be explained by "they're better", either. The crafting system is very balanced in its results, crafted potions are good, as is crafted gear, crafted enchantments and crafted food. None really stand out. So why these differences?
Edited by Ruddertail on 17 May 2014 18:20