The original idea was crafting to be interdependent, which encourages player interaction and sustains the game's economy. In the Shadows of Angmar days, crafted gear was just slightly below instance gear in quality, and was much more difficult to obtain. There were no crafting guilds, and there were no ingredients enhancing the critical success chance. In other words, you had a 5% chance of producing top quality crafted gear, and it was actually worth it.
Since then, many things have changed, which have made the current crafting system obsolete, so it indeed makes sense to just let characters be independent. I mean, currently, the most successfully sold items at the Auction Hall are consumables (by scholars and cooks), raw materials (processed or not), and to a far lesser extent jewelry, second weapons for dual-wield classes (3 out of 9), maybe some shields. Even crafting instruments are no longer profitable, given the new universal instrument Turbine is selling through the store.
Personally, I wouldn't mind a change towards self-sufficiency, since Turbine obviously doesn't have crafting high on its agenda. After all, it is quite easy to create crafting alts, and even level them up in order to get reputation recipes, which defies the original crafting concepts anyways.
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