There's a few problems with that, i'll try to keep it short. By creating gear that is "useful", we first have to determine what is "useful". Generally that means it's sort of comparable to what you get from the first raid tier, assuming each raid content exist out of two tiers. However that can only be a few pieces as it cannot diminish the "carrot" of other content and thus is generally also linked with having to obtain parts of the craft in raids. (anything that hurts or allows you to bypass rewards of another part of the game is bad game design in a themepark) So to make the "gear up tier" content relevant, we require items from that content to do the craft. And to keep the top tier content relevant, the crafted gear simply does not offer that type of item budgets on their pieces. The truth is from a design point of view, unless we turn armor, weapons into consumable items, there's no real way to counter it, without doing more harm than good to make such crafts relevant.