116052-consumable-crafting-for-all

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A lot of people have jumped on Technologist crafting for the fact that it's a skill that has always been half finished. Since launch there is no such things as Expert Technologist Research, though that's about to change. But the purpose of this topic is not that. It's about the field tech and boosts and other one-shot consumable items. Many over look them, but a lot of them even at lower tiers can be quite useful. Yes, there are issues related to value of boost, their durations or cost in crafting, but the concept is there. Truth is technologist consumables can be helpful from level 10 to level 50.
 
What if all crafting professions had the ability to create consumables as well that, like the technologist's boosts and field tech, had a value and use at every level? Ideally, each profession could make a type of consumable and they wouldn't overlap one another for their usefulness. I don't think that any other profession should have as wide a reach as technologist does. That's kind of what that profession does. I believe that technologist should be allowed to create Implants, but that's another topic entirely.
 
Let's take weaponsmithing as an example. A technologist can already make grenades. Let's say a weaponsmith can make a "Plasma Pistol" that has 5 "Charges" for ammunition or a similar type of disposable weapon. It does kind of counteract a soldier's "Weapons Locker" path ability, but let's face it. That ability is largely unused. 
 
A armorsmith can make "Reactive Armor" that's a simple Boost that increases a person's armor by so much. Kind of like the novice technologist's armor boost. But unlike that technologist, it actually has a scaling ability all the way to expert with ever increasing amount of armor provided for so many minutes. It's not too far of a stretch. An armorsmith can make forcefields afterall.  
 
An architect can make resources nodes for housing plots. Why not also give them the ability to create a "Ore Tracker" and "Fillet Knife" and "Omniplasm Detector" as boosts. These boosts might say last for so many minutes and provide a boost to gathering skills.
 
The outfitter deals with medium armor and support systems. Medium armor coming from leathers. Yeah, my mind's drawing a blank for what they could make. Same with tailor.
 
 
 
 
 	
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Why?
 
As, you just noted yourself it is a profession with huge gaps in it. You want to give its uniqueness to other professions too? Why have the Technologist profession at all in that case? You could easily put consumables on the vendors, for example or squish it into other professions.
 
Secondly, they can already make a Gear item, i.e. Gadgets, why would they need Implants too?
 
Thirdly, there is only one equipment crafting profession that cannot make an item of Gear and that is Tailor. Bags are never crafted or only used by the Tailor themselves for levelling the profession, due to the very wide variety of easily available bags throughout the game, many of them BoE too. Hence, this profession is another with a significant gap. So, logically, Tailors should be able to make Implants. 	
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Why?
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