Step 1) Player doesn"t craft shit, player hires an NPC crafter. Teaches him his trade, helps him to learn and grow in his faith in his time here on...oh wait that"s the Bible. You get the idea. Feel free to toy with this part. Make it like pokemons where different crafters have different personalities, whatever. Player might know various field skills like botany, first aid, whatever to assist in day to day shit, but when it comes to making phallic objects out of hard wood, leave that to the professionals.
Step 2) Player acquires tradeskill goods. As a direct result of various quests to secure supply lines or clear out a cave full of gobbo"s, whatever. As PvP rewards. Can build reputation with various trading companies by protecting their caravans and getting a discount when trading one good for another. Etc...etc...
Ideally it would be structured so that the concept of "lowbie" tradeskill items like going from copper-> bronze-> iron etc...would be weeded out in favor of the time it takes to craft an item having more effect on it"s value then how much of a pain in the ass it is to gather the mats for it.
Step 3) Player has hired NPC crafter queue up production. At low skill levels, production queue can only handle a few items and any project more involved then simple constructs can take days to complete. Over time (not by quantity produced but how long player has had hired crafter), the crafter skills increase, allowing him to handle more production queue"s, create simpler items faster.
Needless to say, NPC crafter can create nearly any pattern in the game provided they have the necessary schematic and requisite materials.
Step 4) Player can even hire apprentices for the NPC crafter once he reaches a masterwork level, allowing you multple concurrent production queues to allow you to create simpler items quickly without delaying major products being created by master NPC crafter.
Step 5) As time goes on in game, player can hire new crafters with more potential once leveled up (though it may require letting his old master crafter go) with such perks as faster production queue"s, ability to manage another apprentices production queue, reaching mastery levels of certain products faster, etc...etc...
Step 6) Get your crucifix.
Step 7)
Step 8) You better stay up late...
Step 9) Make gobs of cash. Send a hooker to Zehn"s house as a personal thankyou for helping you out.
Ultimately, and this may be personal anecdotal evidence, crafting has always been about materials management and about the value of the item created, moreso then the "fun" inherrant to clicking a button and watching as a blue/orange/yellow/green/whatever colored bar fills up.
There are some people that will argue that watching the bar fill up while you play a "Press X to not die" mini-game is entertaining, but let"s be honest here, you can get your fix of that by adding peggle as an in game mini-game.
One thing I"d like to find a cure for is the inevitable "X is really to make so that players don"t blow their brains out skilling up on something, which inherantly drives the value of X into the ground as players make a million of them."
Hence the skill of your crafter is more a direct relationship to how long you"ve had him hired rather then how many iron rivets he"s smithed in order to make iron hilts for iron swords so that you can now make steel rivets to make steel hilts for...you get the picture.
Crafting also shouldn"t be a crutch for a retarded RNG-based itemization system to rely on. Just bite the fucking bullet and go back to old school DnD when the dragon had a +2 longsword in his horde and not this Diablo based horseshit where you random for loot everytime. Fuck that noise.
Crafting should be damn near 100% about augmenting your PvE/PvP acquired items and, in addition, making shit you can"t otherwise get via PvE/PvP. Or just be alternatives to awesome. Think original Blizzard engineering before they went and royally fucked that up along with enchanting/jewelcrafting.
I"d go on but these pancakes aren"t going to make themselves.
P.S: Oh, and no self-only perks for having a tradeskill. If tradeskilling isn"t inherently enough fun and/or valuable to have in the first place, you"ve failed as a designer. Tacking on a "reward" for it sounds nice in practice, but it"s a big fuck you to all the people who hate that bullshit and just want to fucking kill orcs and now have to do that bullshit because deep down we"re all min/maxing assholes.