I've always thought it must be quite difficult to do armour/weapon making properly in an MMO. Make the armour/weapons better than dropped loot/quest rewards, and nobody bothers with the dropped loot/quest rewards. Make the armour/weapons worse than dropped loot/quest rewards, and nobody bothers with the crafted stuff.
Must be difficult to get the balance right I imagine.
SWG had a fantastic crafting system. Everything that was player-made was better than dropped stuff, and because you could experiment, you could add rare dropped materials from instance mobs to your item during the crafting process to improve on it. You were also able to make blueprints of an item that you're crafting, and then replicate it in a small factory (that was in turn created by an Architect profession). Provided that you had the necessary amount of resources, you could make as many of these items that you wanted to. During the crafting process, if you didn't use blueprints, no two items were usually the same, the stats would always differ unless you used the exact same resources.
Also, resources would "shift" from time to time, as they had statistics too, and depending on the quality of these resources, the quality of your components would differ too.
Player-run cities were always bustling with people buying equipment, whether it be food, drink, buildings, armour, weapons, transportation equipment, you name it. The entire game economy was run by the players. After I had established myself and was earning cash, I never purchased anything from an NPC vendor after the game economy got going.
If you're gonna do crafting in an MMO, it should be as involving as that. Anything else is just pointless.