The removal of issue and static items brings up a problem. Crafting system or no, a majority of people crafting are just doing it to hand out stuff to friends (a reason why a lot of servers restrict the number of trades one can "learn"). There is just not enough over lap to promote a real "crafters" functional economy, and even with all the crafters we HAVE, trying to find one to buy something, is a pain in the ass.
I'll Use HAZE as an example, for an interlocked crafting system.
Trades were Interlocked, and supported one another. Except for Food/Brewing which was like an Insane sub culture all it's own. Your Weapons Crafter Had to buy Molds and Tools from the Tinker, Bowyer has to buy Cat Cut or silk from the tanners and Tailors, Enchanters had to buy bottles from the Tinkers Tinkers, and tailors had to buy supplies and such from Gatherers (which by the way Gathering was a set of skills as well which determined how much you got out of a given resource). So you had all these interlocked, massively detailed crafts (which kept people from Mastering Every one of them for the Most part with the exception of 2 people with absolutely no life what so ever).
But what really made it functional, were the "Things". Things were little contraptions that you could load up with your Material, set a price, park it somewhere, and people could buy the stuff, and you could go back and collect the money and restock it like a vending machine, in addition to having it follow you around and doing real open market with it.
Many servers have similar things from NPC merchants that will sell the stuff, up to static locations you "buy" from the server to use in a similar fashion as the Haze Thing (Aerilith is a good example of that actually).
Without some sort of Persistent selling tool like that, it's just not going to work. You end up being Forced to have to deal with people and creatures you otherwise would have no reason to, and perhaps by proper RP background, would never WANT to.
~Rex