Well, you can't really figure out crafting until you've figured out itemization first, and we've got very little about it. The core ideas on classes, we know; the items... not so much.
All we know is that you have the usual armor+jewelry+weaponry set, those have no stats on them but effects that apply on your capabilities, and that's pretty much all. Oh, and we have racial variations, meaning a human mace will be slower but maybe hit more easily, while a dwarven one would hit harder, but crit less, or something.
I sensibly refrain from designing crafting systems these days. If you can remember or find the archives of the old forums, I did expose my ideal crafting system four or five years ago, which was basically the Broth Pot approach. The Broth Pot system is simple: open up the pot (pull UI), decide what you'll call the broth (pick item type to craft), empty your backpack in the pot, and see what comes out. There's no set recipe for an item, save that metal armor needs at least X amount of metallicity from your items, and leather would need Y amount of skin, and so on. All items you put in the forge/loom/craftbench provide various attributes that associate thematically (a red wolf pelt or a ruby enhance the strength/probability of getting a fire-related effect), and when you click craft: bingo, you get your item. Bonus points: your character has affinities (which means that Rob is known as the weaponsmith who gets fire swords easily, while Jon needs to put a ton of rubies to get a small fire resist, but give him a diamond sliver and he'll have a vorpal blade for you) which mean your recipes will not work exactly the same for the other guy.
Caveat: I doLOVEA Tale in the Desert. As one could expect.
So, ok, it's probably not going to be that. I expect more of a Wildstar-ish thing: you craft a base item (Dwarven Breastplate, Teir'dal Leather Boots, etc.) and the item has a number of slots (tier 1: 3 slots; tier 5: 10 slots) in which you sew/bolt trinkets who have specific rules (provide/consume magic flows) to activate final effects. So you take your tier 2 Dwarven Breastplate, slot in a Fire Opal (provides +9 fire magic flow), a Mithril Band (requires +7 fire/earth magic; makes your Block last 15% longer) and an Iron Spur (dissipates up to 4 magic flow; required because you still have 2 fire magic unused and that might blow up your BP in combat). You can't craft a Dwarven tier 2 unless you've crafted one tier 1 Dwarven BP and one additional tier 1 BP of any other race (taught by learning from a trainer of that race; if he wants to talk to you), and the Fire Opal, Mithril Band and Iron Spur are random drops from tier 2 and tier 1 content, while the BP itself is crafted from metal ingots purchased at the smith guildhall.