123350-tradeskill-concernsbugssuggestions

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Do we have a thread for bugs, improvements, etc. for tradeskills?  If so please point it out to me.  If not, permission to start one?  I'm not gonna tell the devs how to do their job, but I feel that since most agree that trade skills do need some improvements, one place for issues to be listed would probably be helpful?  I know that for some people, the crafting system of an MMO is a make or break for their enjoyment of the game (and their chances of paying a subscription), so this would be a great area for improvement.
 
 
Mining:
 
Are rock wurm nodes still a thing?  Haven't seen any in a while
Is mining really the only profession with a level cap on node harvesting?
 
Relic hunter:
 
Related to mining, haven't seen any drone attack nodes, and only one or two "scrambler" nodes.  Intended?
 
 
Survival:
 
Seems like there aren't as many salvageable loot items to get leather from as before.
 
 
Weaponsmith:
 
High end recipes need to either be easier to craft, or made more viable.  Pointless to have these recipes when 2 hours of PvP can get a much better weapon.
 
Tailor:
 
Thread costs are absurd on some higher end recipes.  Compared to the cost of vendor reagents for the other craft skills, these could probably be toned down a little?
 
Technologist:
 
Discovery targets are sometimes in extremely awkward locations.  Since first spawn location is the permanent location, it's possible with bad luck to have an almost un-craftable item.
 
Architect:
 
Same as above with technologist.  Discovery targets random first location will sometimes result in items uncraftable except via use of catalysts.
 
 
Crafting recipes in general
 
Recipes found via adventure drops and/or battlegrounds just aren't useful except for costuming, unfortunate since some of them have really cool effects.  By the time you have enough runs to luck into one, you're past the level that it would be useful. Suggest making each crafting recipe purchasable via adventure currency, possibly sold by the vendor that is posted outside each adventure portal.  Rare drops inside each adventure/loot bag at the end could instead be replaced by cross-faction patterns.
 
Gathering skills in general
 
Some tier 4 materials list as being found in Farside.  Farside, as of my last run through, only has tier 3 materials available.	
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			Work orders are currently bugged. Not sure why it's happening, but if you craft items for a work order, leave the zone or camp for any reason, then come back to turn in, most if not all of the items turn soulbound and won't be accepted by the NPC (tho the quest counts them).	
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Quick question to the dev's.
 
Are there any plans to add recipes to the base tradeskills?  Like Architect, Outfitter, etc?
 
Thanks in advance.
 
Zath	
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