I'm sure many of you have went through this game of hoops and realized all your effort in trying to unlock the three Levels of STO crafting is a waste of time.
Level 1: Tier 2 Gear. The Kits and Weapons are Helpful.
Level 2: Some stuff is good, but your Mission Rewards are better.
Level 3: After going through Hundreds of Thousands of Credits and Hours of competing for Sample Spawns, you learn that you get better rewards from the Exploration or PvP Vendors. And certainly inferior to the Antiproton Gear that you get for doing Exploration content in the Gamma Orionis sector.
So what do you suggest Cryptic do, to improve this lackluster system?
It wasn't thought out. It's not even a true crafting system. It was put in just so Cryptic could claim STO had crafting. It's a PR choice not a game design one. Thus the lack of depth, confusing interface, lack of progress bar, poor rewards and no relation to Star Trek lore or gameplay.
I think they should incorporate part of what they have now with the experimenting system that they had in SWG.
In otherwords, you should be able to use the anomilous material through experimentation in an attempt to improve item stats or add bonuses. The rarer the material, the better the outcome with a lower chance to fail. If you fail in experimentation, you risk actually reducing the item's current stats.
You could break this into specializations, too - Personal Weapons/Ship Weapons, Kits/Consoles, Personal Armor/Ship Shields.
MMO's almost always benefit from crafting because it gives players something else to do when they don't feel like pew-pew. In the more ambitious systems it even helps the economy. There's no reason they can't build on what they've got now and develop it into a more mature crafting system. As it is now, it's just a silly diversion that is baffling.