Well, I might be being a negative nelly here, but I don't really see how anything /can/ be done about it. I'll be honest, I'm not a big crafting geek. I couldn't tell you jack about itemization or how stats compare or any of that good stuff. Hell, 3 years in and I still don't understand how DMG/DLY works properly compare to EQ1 and whether CA's interfere with weapon swings or not. What I do know is purely anecdotal, but no less true. The fact of the matter is that legendary drops are far too common now. It might just be AB (I know, server economies differ), but when folks can grab a dropped Legendary weapon for not much more than the cost of the rare needed for a master crafted one...well the incentive to create starts dropping. The problem is less one with the stats of our weapons and more with the class itself. We have a very limited market (1 or 2 per consumer per tier spread amongst all weaponsmiths, lowered further by those that just grab a cheap legendary off the broker) and no consumables to speak of (unless we recently got arrows and throwing weapons back and I didn't notice which is a big possibility because I stink at paying attention to that sort of thing) and no tertiary ability like sharpening/honing as has been suggested in the past.
I could go crunch some numbers and come up with something specific to that thread, but really tweaking a DMG/DLY ratio here and there or +/-'ing some stats on crushers or something isn't going to address the larger problem with the profession.
Edited, Mar 31st 2008 4:40pm by Stugein