I was absolutely beside myself with excitement when they teased Scribing during the Global Reveal stream yesterday, but when they got to the segment where they explained how it works I was crushed. Based on how they explained it, we'll get 1 additional pre-made skill per non-class skill line (or even ONLY weapon skill lines, it's not clear yet), and we just pick what kind of damage/healing it does, and then a small secondary effect too.
To me this is not Spellcrafting, and I'm sure many players feel the same way. What I was looking forward to was making (non-OP) spells that fit my desired style of gameplay. I love playing a necromancer, but I've always been disappointed with the lack of melee minions, so I would've made a sword-wielding minion spell with low damage I could use for overland content. Likewise I would've made a basic firebolt spell in blue like what NPC necromancers use, so that I don't have to use the Flame Skull skill (I never liked the skull visual in it; I much prefer a regular blue firebolt like NPCs have).
Now that I think of it, I probably would've also made a toggle ability that gave me really low health/magicka regen (and nothing else) so that overland content could actually be challenging.
I understand the need to be cautious with something like Spellcrafting. You don't want people to make OP spells like in Oblivion. But the system they announced feels overly restrictive. Surely they could've given us more freedom in the spells we can create while also putting a dynamic ceiling on the base damage of those spells so they don't become overpowered. It's likely too late for ZOS to reconsider the implementation of Scribing, but I was certainly hoping for something more. I can only hope that they update the system in the future, and that they release a LOT of spell visual packs too (at this rate that seems to be my only hope of replacing the Flame Skull visual with a regular blue firebolt).