I beta-tested SWG but didn't buy the final version. Played a Teras-Kasi Artist and had Master Tailoring/ran a factory for it. It had a lot of potential, but they didn't know how to balance things properly, eventually punting on it with the whole Combat Update thing where they turned it into a level/class-based game. Reminds me of what happened with The Division: Some good ideas, but never got the balance working properly for group combat and eventually punted on the whole thing by making the Underground from your base of operations and making everything soloable.
Beta had issues, but it was progressing at a decent pace. Everyone imagined it would be ready for a fall release window... and then suddenly in early June they dropped the bomb on us that the game was gold and would be released in two weeks. The beta forums went into a riot and the mood immediately shifted from being fairly positive to tearing into the developers for releasing the game suddenly when it was not ready.
For example: Up until a week or two before the game went gold they still had major issues with their Oracle database. It wasn't saving item data after a session was closed. For the better part of a month you would lose almost all items you got or made once you logged out. Even at gold there were still some rare cases where items weren't saving.
You initially had 200 plots for placing structures and power and maintenance weren't yet implemented. So it was easier to just continue placing down personal extractors and letting them decay after a week or two. At the same time they finally implemented power and maintenance they cut the plots to 10 and reduced the extraction rate by 75%! It was woefully inadequate and in fact the handheld sampling tool extracted at a faster rate than the personal extractors did ... so then they nerfed the handheld tool instead of realizing the personal ones didn't have enough. Someone that ran one factory could have a medium house and if I remember correctly then you couldn't have any extractors then.
TKA was initially quite powerful as their best weapon (knuckles) was only a Tier1 weapon, whereas only Tier2 guns were out at the time. But with how shoddy the netcode was and the fact you could fire guns on the move, it was quite easy to kite a TKA and they couldn't do any damage unless they actually got into melee range and pinned the player. So it made sense that if they actually got into melee range that the melee master should beat a ranged player down—at the same time they released Tier3 and 4 guns they nerfed TKA damage by a whopping 50% and they became a worthless class.
The devs basically showed themselves to be utterly clueless when it comes to iterating on balance. Using a wrecking ball instead of a ball-peen hammer. And given the trainwreck that happened post release, I think I dodged a bullet by choosing not to buy it after that beta experience. Still makes me sad though
I'm told that Crowfall takes a lot of inspiration for its crafting and resource system from SWG, so I'm crossing my fingers that game will be fun.