Is any of the aforementioned better suited for crafting? Historical blacksmiths made nails, horseshoes, gates, fittings, hinges, railings etc.. Mostly anything iron/steel. It’s the RS gold final part of jewelry crafting procedure, in which you utilize molds add the cut stone and to smelt gold/silver if anything is slightly mislabeled. Could be considered smithing instead of crafting. Crafting skill could techically consist of smithing, construction and fletching, but mixing them isn’t something that may be achieved anymore.
Crafting can be separated into leatherworking, tailoring, pottery, weaving etc. but again, it’s not actually something which can be achieved at this time. It certainly could’ve been if it had been that way from the beginning. Each of those could be enough skill by itself. But obviously they all are stripped down in their current form and probably not enough to be their particular ability. They would need more content developed for them especially. Smithing, fletching and construction have more content created for them than the skills crafting consists of.
Simply put, I wouldn’t overhaul. Changing what’s there breaks to many things to be well worth it. Rather, I’d add alongside what’s currently there using suitable and appropriate equipment that is level. For instance from Mithril which makes a Level 50 Armor you could earn a new alloy at Level 55 or even 60. For instance a mithil let at 60 that produces level 45, and perhaps a flat 80 metal of some thing which makes a level 65 equipment would help the skill be level relevant. They would not need to be complete sets either; they could only focus on armor and a few of the weapons and just span say 10 amounts (e.g. dagger, med helm, sq shield, sword, mace, full helm, kiteshield, scimitar, platelegs/skirt, platebody Might Be an unlock each level)
To get endgame stuff, instead of armor the boss drops a fragment which you mix to make the armor with Smithing. To expand on this, I would really like to see endgame armor be tradeable and degrading (such as barrows) out of Smithing, but also allow RuneScape players to update that armor with 1 more bar per bit into non-degrading untradable versions at a slightly higher level (e.g. 95 makes tradeable platebody and 97 makes untradeable update ). That would create smithing without locking BiS gear worthwhile and also sink more of the uniques of the boss in the process. The exact same may be achieved for crafting or such.
Stuff like this should help smithing be more useful without needing to tweak tiers that are present. I went with the logic runite is challenging to work which is why it’s high level, but it does not mean it gets the armor. Other substances which are these and magic can be more easy to work, but that is why they are so scarce. Nerf everything and make it to where you can Smith your weapons to the power that is original and in turn make them untradable. Also make the weapon buff make it to where a cheap RuneScape gold single weapon may be buffed amount of times before being dropped and lose its impact over the years. This would address the influx along with both electricity creep in things.