Strange thing that Elhazzared was so heavily criticized here oO There is some grains of trurth in his words xD
The crafting skills are incredibly useful; even as an average intelligence character, you can max them and craft much better items than anything you could find or buy.
Well, ahem! How about i don't know... crafting requirements?!!?!
On crafting:
As usual, the problem isn't crafting itself. Like Zephyros already pointed out, you can craft much better stuff (literally over 3 times better in some cases) than shops or quest rewards will ever give you. Not to mention all the crafting-only stuff from weapon models to meds and all the good armor.
No. You can't craft better item cuz of it's requirements (You need 40 tailoring? But you have only 25, how sad! just wait 15 = 3 another levels! 5 INT char)
The effect isn't as huge in early game, but even early on crafting can turn the game completely around: The otherwise very difficult Old Junkyard becomes a piece of cake if you manage to craft a nice suit of siphoner or mutated dog leather armor.
That's the good example but this is exception. =)
So huge problems, too much investment needed right from level 1 to only be really useful at end game for a small part of the content.
That's the point!
2. Mk4-5 grenades can't be bought afaik, so that's also a moot point. On top of that, the new grenades have fairly low crafting requirements and are fun to play with, especially with grenadier feat.
You can buy some MK4, hehe =P
Crafting is NOT useless but has two major problems for now(in my vision):
1. Too much skill points investment. And do not argue! This is real problem. We have 5 main routes and to take all fives you need 25/40 level points what is total nonsense => you'll have to pick only 2(you can even take 3). Chemistry+Biology can be easily merge into one for greater usefulness of it =)
2. Very high(sometimes absurd high!) skill requirements. How shall I craft 160 electronic Amplified Plasma pistol even with high INT!? Without using cheats/bugs you will fall into a very funny situation - every new trader will have higher crafting components than you can use. Every fckng time(if you are not a 10+ INT guy of course).
Usefulness of disciples -
[Rank "A"]. Mechanics: most of Weapons and improvements; Metal Armor, Helmet, Boots(usefulness of this set still questionable but...); Night Googles;
[Rank "A"]. Electronics: Night Googles; Energy ranged weapons; Psionic Headbands; Energy Shields; some weapon improvements(Pneumatic, Electroshock, Laser Sight).
[Rank "B"]. Tailoring: Tabi boots; Leather Combat Gloves; Most Light Armors - Leathers, Vests; most armor improvements(Overcoat fabrics, Paddings, Carrier Vests).
[Rank "C"]. Biology: Psi Beetle Carapace and Psi Booster - need low skill; Psionic Headbands - medium skill; high lvl consumables - luxury).
[Rank "D"]. Chemistry: Mutated Dog Leather - need low skill; Chem Pistol + Chem Ammo - really great luxury (you need heavy investment in nearly useless discipline fpr this).
Grenades, Bolts, Mines - easier to buy. (I'm grenade user and craft 0 grens in all my runs)
Some examples on Builds and their crafting schools requirements:
Any Ranged Light armored build: From zero to big investment into Mechanics; from zero-small(Laser Sight) to big(Night Googles, Galvanic Vest, Energy Shield) investment into Electronics; from zero to big investment into Tailoring. Min - 0 discipline, max - 3.
Pure Psi-Caster: From zero to big investment into Electronics(Psionic Headbands); medium investment into Biology(almost all psionic gadgets need this!); from zero to medium investment into Mechanics(Tactical Vest), from zero to big investment into Tailoring. Min - 1 discipline, max - 4(!!!).
P.S. To tell the truth I highly doubt that something will change because that's the Styg's true vision of crafting system. In many other games you have other ways to craft items or to improve your skills.