However, it did not take the developers long to realize why their players were not re-doing dungeons. Unfortunately, the devs soon decided to remedy this problem by nerfing and adjusting character stats, and stats on gear. As a result they made crafted gear less desirable. I guess it goes to show that unless you reward players for their time and effort they are not interested in completing content. Perhaps I should say, players are motivated to complete content, but they are only willing do it at least once if there is no direct benefit for them to do it again. In fact, this is true when it comes to out-leveling specific areas of content. I mean how often do we go back to lower level content as a max level character? Not often, if at all.
But in any case, in the example of Wildstar, it shows that crafting and raid drops cannot be on par with each other. If they are equal, then players will not have the intention to re-play content over and over. The real motive in random loot is to justify the reason why players need to re-play content, because if loot was not random and was given to players after their first play through they would have no reason to re-play content they've completed. Therefore, if crafted gear was both trade-able and on par with raid gear, the incentive to run end game dungeons or raids would be almost non-existent. which is very similar to the non-existing crafting economies in most MMORPGs.