Im not one to be behind crafters. I think the idea is neat, but I dont want to be dragged into making my own shit. I dont mind working with people that want to do it, I just dont want to do it.
Ive always been annoyed at the fact that it takes a crafter 3 hours to skill up to a level 15 item (example), and the time and effort it takes to get there makes the asking price of that one item 3 gold by market demand. Meanwhile the adventurer that started later than the crafter is just now getting level 15, looks at the price of the piece of gear and thinks... "Well fuck, Ive only made 50 silver this entire time." The system is lame, poorly thought out and dumb. It's not set up for trading, its set up for a solo player to make his own gear.
The only time I look fondly at crafting in a game is when I go out to a dungeon, get a piece of gear that is awesome and then have the option to modify it. The item has 95% of its potential power, but a crafter can improve that piece to the 100% and you get options. You can improve one of its stats, add a slot based ability to the item, or you can add resists. The player doesnt have to engage in crafting unless they want to maximize the potential of their items. Adding a "Fur Lining" from Halas to a cloak for cold resists shouldnt be insanely expensive either. Just time consuming, requiring the best protection be from crafters crafting it in Halas.
In this long bitch session, Im not saying crafters shouldnt be able to make entire pieces of gear.. but if they do make a piece, then the crafter should have an affordable version for the noobie that just got that level. If the crafter wants to make an epic quality piece of gear, then make the affordable version need to include mats from notable dungeons that a seasoned player would be at, that can afford it. At least, imo.
As for towns and cities, they just stopped updating stuff in EQ. You would rarely get a new quest in the next expansion for Kelethin or whatever. If they did add a quest, it would be a handful of them and they wouldnt be very important to the player to finish them or not. Stormwind and Orgrimmar have stayed relevant for fucking ever. Even after the convenience of the dalarans and similar. Quests are updated there, all your skill shops, the auction houses, arenas, etc. They are the Super Walmart of cities in WoW and.. honestly, thats how I would expect a city. They are the proverbial bastion of alliance and horde in WoW.
Designers need to take a stance that if they are going to put work into cities, then they need to have a draw to these cities that will last through expansions. Cities in real life are, for the most part, positioned in the world for a specific reason. For example: The dwarves are deep down in the mountain in Kaladim for protection, gems and ore. Why not make the refinement of gems and ore have a greater quality effect (Pure +stat) if they take place there, and the Elves of Felwithe have an additional quality (Exquisite +stat) for jewelry made in their magical, floating buildings on their specialized marble tables. Make it percentage based on the item level of the gear so it persists through expansions.
So, since we're already talking about crafting - a ring that goes through that process that would normally be a +3 stat for a common, in the middle of nowhere ring, is now an "Exquisitely Pure" Ring, which is a +5. Craft the ring in Kelethin, and now you can come up with another classification like "Agile" and have +3% haste, to the +3 base ring. So a Dwarven mined, Kelethin made ring is an "Agile ring of Purity" +4 stat, +3% haste. It would keep your crafters busy and in a specific location for expansions to come if designed properly.
It would be easy to expand upon this, like making Black Diamonds more powerful if worked with in Ocean of Tears - but then we're stepping away from the point of just trying to get people to stay in the cities and more towards just making the game arbitrarily more time consuming.