1. I don't see need for guild for forester, prospector or scholar as the cost of guilding would likely exceed any benefit and to the degree it actually did it would mess with the economy. We already have improved high grade ingot, reinforced leather and boards recipes from reps for tiers 7-9 (adding these for lower tiers and rep zones would be nice) and we no longer need medium and high grade mats from t10 onward so it's hard to see what guild could offer other than more mats per process and given the time and mat cost of guilding it's likely faster to just collect more.
2. "The major quest lines and crafted gear should be used to get you prepared for the instances that come with the expansion." This is particularly welcome and returns us to the freedom to play alts and more easily construct teams we enjoyed before SSG took over - and is why players have been begging for crit purple gear ever since. Recipes should also be made comparable to the early years as well. 50 leathers or ingots and shards at all let alone 3-5 shards as well utterly defeats the purpose of this gear. What on earth were - if at all - those who designed 120 purple gear recipes thinking??? When current it cost 30,000 gold to make a set of purple jewels and armor for gear the raiders who got the raid only dropped artifcactS of the Vale didn't want and very few crafters could afford to buy.
Suggest you design how much time is realistic to create a set of entry gear then time trial your recipes to make sure they conform to your design - ie one of you go into the world and collect and process the mats required. This has been the Problem with (presumably) arbitrary recipes of 100 mats to process into 50 ingots/boards/leathers + 3 shards - per piece of purple entry gear.
3. "Further, new gear and armor in instances will have some measure of crafting included to ensure that there is always something for crafters to look forward to. . . . will be scattered throughout the game . . ." Suspicious and not a fan given history of grossly disproportionate time v reward designs. Again, send a dev into the world to see how much time is involved in acquiring instance/scattered items and ask yourselves if supports or defeats the purpose of providing crit purple entry gear. All the evidence to date indicates it will defeat it. It could be appropriate to use these mats in teal recipes as we did at 50 with mob trophies, but not for rough and ready gearing for initial instances imo.
4. For Valar's sake start labeling items with different stats with different names - even if just superior in front or a colored boarder in the case of crits. Last I looked several years after mutiple feedbacks we still had doomfold gear with might and agility stats with same name, items with the same stats with different names, and crit and not crit items continue to share the same name. After I had posted that hunter tome was the sole item left that distinguished itself as a crit the label book was removed and all fails are now also called tomes >.<. Is no point selling items when this is the case as ppl price fails less - and 1 copper less in some cases - than crits as players - rightly - assume that items with the same name are the same and they end up paying crit prices for fails and crafters stop making crit gear to sell.
5. It is helpful imo to think of crafting as a entirely separate game style - which is supported by Bartle and others who have studied mmo player types. For some of us crafting IS the game and tangling it up with instances is not only not needed but anathema. As is forcing crafting on raiders, eg host of the west rep crafting, as many of them hate crafting as much as I hate repeating instances. It was wonderful when crafters were crafters and had a meaningful role and raiders were raiders. I will always remember us interacting in Thorin Hall when cap was 50. It was fun and collaborative back then and I never once encountered the raiders must be superior in every way epeening that exists now.