There are skill sets attached to all the crafting in game. However, the bonuses that these skill give at the higher levels is , well to say the least nominal.
To make crafting more dynamic (not to make getting a mythic whatever easier), Crafting successfully for the upgradeable sealed items, should have a percentage bonus when crafting at a skill higher than 160k in a profession.
I worked a skill up before they changed the system to be able to craft Delphinad (50K). They then normalized it and anyone could craft up to Epherium at a very low level and Delphinad at 25K.
Sure, this was to promote more crafting, and it probably did get more players involved.
However, the down side is, once you hit a certain mastery of a skill, the return for the hard work is really mediocre.
If they would add a percent bonus to crafting upgradeable sealed items, this would create even more crafters.
RNG can be the same for regrades, just ease up on the RNG to the crafting and attach it to the professions like it should be.
To make crafting more dynamic (not to make getting a mythic whatever easier), Crafting successfully for the upgradeable sealed items, should have a percentage bonus when crafting at a skill higher than 160k in a profession.
I worked a skill up before they changed the system to be able to craft Delphinad (50K). They then normalized it and anyone could craft up to Epherium at a very low level and Delphinad at 25K.
Sure, this was to promote more crafting, and it probably did get more players involved.
However, the down side is, once you hit a certain mastery of a skill, the return for the hard work is really mediocre.
If they would add a percent bonus to crafting upgradeable sealed items, this would create even more crafters.
RNG can be the same for regrades, just ease up on the RNG to the crafting and attach it to the professions like it should be.