Mark Shaun Rushow wrote: really quick and easy nothing tedious or boring.
But crafters will find such systems annoying on the thousandth dagger. Gazz is on the right track with hidden depth and complexity that promote exploring different ways to craft, the trick in that will be avoiding nonsensical orderings that you only could possible discover by brute force try all combos or accident, it has to be combos that make logical sense. Since this game shows you the recipe template there could even be a question mark box indictating the player there maybe more complex ways to make something they should try (as nothing is worse than trying and learning nothing was programmed to respond)
Since you persist with this idea on multiple fora...cut and paste resposne from another forum....
Crafting is not about reaction and action. That is not why crafters craft. They do not want it to behave like a sports game or a combat mechanic, it is entirely the opposite type of game crafters like to play. Ask yourself why Skyrim or Minecraft do not do this, when they certainly have the resources to do such a thing. It is because they know it will never survive playtesting, thus both implement just click on the recipe and click on the resource systems.
The action part of crafting is in the gathering of resources and taking risks to do so. When it comes to the crafting part of stocked up resources, crafters just want to relax and think about what they want to make with what they have and figure out what they still need. They do not want to play a rhythm game, which will be forced upon them because crafters always want their crafts to be the best they can be and not suffer any missed bonuses. Do not take my word for it, go research the Skyrim crafting mods which will clearly indicate what crafters want. They are all about more resources, more recipes, more stations, more perks. They are not about more twitchy action.