The systems the game employ make crafting useless, the gear treadmill is set on sprint rather than marathon, making anything you would actually invest into a mistake at best. Additionally, the algorithm for generating stats on gear is mundane and has zero creativity, which makes for items that are infinitely scalable and infinitely forgettable. Their system would allow for crafting to upgrade items, pretty much indefinitely, but it would be about as interesting as getting a new pair of bracers. So, until we get item upgrades more interesting than +2 primary, +4 stamina, +3 secondary x, +3 secondary y, any changes to crafting will be heavily weighed down by a fundamentally boring design.
They also need to remove the ease at which resources are gathered. There’s just too much stuff available because players are able to multi-tap nodes, which is a problem created most likely by addressing issues with sharding. It completely devalues the gathering professions that any single player may have.
Another issue is the ease at which items are created. It requires almost no effort or time to reach max level crafting in a BfA profession, which means there are significantly more max level crafters than at any other time, essentially turning every blacksmith into a master blacksmith and so on for the other professions as well. There needs to rpg elementals added to crafting (or inconveniences as others would call them) in order to create value around what is being made.
I don’t expect any of this to be addressed.