I think this is an amazing idea and I'm sad that it's taken me this long to read it. Thanks to @
Omenov to making me aware of it.
Anyway, as said, probably not a high priority. But, I think that the idea has such great potential, especially in a game like this, that it might be worth pursuing after development as a mod or DLC. I know that the current stance is that the devs want the player to be an adventurer and not a master craftsmen on top of that.
I think the perfect solution to this disagreement in vision is to make it so hard that it isn't worth doing to most people. Have maybe a sub-skill to do with steady hands or something, but beyond that have absolutely no artificial progression. Make it time consuming and not very rewarding. If a player wants to spend an hour making one sword that is terrible and worse that that of every bandits in the land. Let them. It isn't overpowered, it wouldn't detract from the authenticity of characters in general. Only a small handful of characters would be able to make anything half decent and worth using and that could and should take a few hours of patience and skill on their part.
With a physics based game, as discussed in the
Item Durability and Repair thread, this game could realistically and un-artificially differentiate between good quality and poor quality equipment. Just by the way the sword swings, how it reacts to collisions, how sharp it is or how heavy it is. All of these traits could easily be translated from how well it is crafted to the final stats of the weapon.
As for being DLC or a mod, I say this because I feel like the ideal way to control such a complex system is through the
Razor Hydra or something similar. Since this isn't something a lot of people own yet, it probably isn't best to make it a part of the main game. And probably best to exaggerate to potential customers that crafting is probably going to be a huge waste of time. Just imagine the gameplay trailer for it though, just an hour of watching, waiting and fine motor skills.