First: crafting in ALMOST ALL FTP MMOS is a money sink. Meaning this: you can USUALLY get better gear/items from some other source (ie. playing and killing stuff).
That understood, it is not hard to see why crafters always get the shaft in games like this. Don't expect it to change any time soon. If you could make the best weapons in the game then nobody would "adventure" into dungeons. ATM I am happy that crafting at least has unique features in THIS game, such as being able to make unique food, pots, armor (for skill sets), and weaponry (in theory, because they broke all the sets for weaponsmiths by not putt ing in recipes for set skills). At least blacksmith still has a use - as a non-drop crafted 60 sword, axe and dagger can get you in to where you can get the drops.
As far as the 60/80 thing goes - I would say this is a MUCH NEEDED feature of the game. If everyone could craft the best stuff could you imagine trying to gather mats? I much appreciate that pots only let you go about 8 levels higher collecting, and then you have to find someone else to help. It makes the game a lot more social.
Totally agree with your assessment. Right now, I'm just trying to figure out if I want to get on this hamster wheel. It is clear that crafting provides little or no benefit at higher ranks. Being a master doesn't mean that you can actually craft something useful for yourself or anyone else, since no matter what your level of expertise, the crit rate is extremely low.
Now, if the devs wanted to sell something in the Item Shop that increased your crit rate dramatically, then they might have a money maker and it might be worthwhile going through the pain of leveling to just one craft.
The idea that you can purchase "supplies" on the AH from gatherers is simply not well thought out. The cost for a gatherer to reach master is high in both gold and time. And for what? Nothing but gold, which, as you point out, can be obtained more easily and for more fun in other ways. In other words, simply doing actual fun things is more rewarding. (I'm not a fan of the 'get your guild to help' reason for ignoring this issue. Relying on others to freely give you time/money/mats is not a healthy crafting system.)
Sometimes developers miss the point that for many players crafting is a fun activity to be enjoyed as much as questing; consequently, they only see it in terms of game design function, when they could be adding a very pleasurable dimension to the game that would either bring more players in or make those who are playing more satisfied.
Right now, as I see it, there is no value to the crafting system; its only reason for being as a game mechanic is to get elite skills. Once those are acquired, there is no reason to invest time, effort, or money in crafting.
Overly restrictive, extremely tedious, horribly expensive crafting systems like RoM's actually hurt the game in the long run. The fact that there is almost no activity in this forum speaks volumes.