Another issue with Wildstar's crafting is the fact that there is no difference or randomization in tradeskills. For example, all armorsmiths are fairly the same, crafting items of the same stat output and quality. The talent point system doesn't differentiate each crafter of the same tradeskill enough in order for each of them to supply their own niche markets. Not to mention the stat system is fairly screwed up causing crafters to focus mainly on one stat for gear.
The third issue with Wildstar's crafting economy is the huge lack of demand for players to purchase gear prior to level 50. Unfortunately, this is because gear is constantly being offered by the game through NPCs, quests, drops, and even pvp bags. Players have no desire to travel to the auction house for upgrades. Also the leveling process is very expedient causing gear to not have a long lifespan, thus players do not feel obligated to spend additional time to try and keep their equipment up to date.
The fourth issue is the lack of information asymmetry on craftable gear. Crafters are capable of overcharging items which allows for more stats to be generated on them. However, buyers are unable to determine if the items crafted were overcharged and if so by how much? This lack of information makes it harder to determine the market value of each piece of crafted gear.
The fifth issue? Bugs, bugs, and more bugs. For starters, the technologist tradeskill launched with a plethora of bugs, beginning with the absence of several max level recipes along with the issue of unintentional items being crafted. There was also the infamous armor rune fragment oversight. Players were purchasing low cost equipment from NPCs for salvaging rune armor fragments. These rune fragments were then sold on the auction house for huge profits.
Finally, another issue with Wildstar's crafting is the time-gate mechanic. For a crafter to research all the best gear for their profession it would take that person 3 to 4 months of doing an unnecessary crafting daily. By then what would be the point? By the time they've researched the best schematics, the demand for the gear will be so low that it won't be worth the time or effort to supply gear to an already fairly non-existent market.
However, it's unfortunate that the economical and crafting issues still exists in many of today's themepark MMOs. Till this day developers put crafting and the economy in the backseat towards pve and pvp. But what they fail to understand is that crafting is a form of pve and in some cases can be a form of pvp, such as player competition in the markets. But it is with caution and hope that someday developers will realize that crafting and the economy is just as important as combat and that it too also adds another level of depth towards character progression. Hopefully, some day us crafters will finally experience a MMO (non-sandbox) where crafting is just as important as pve and pvp.