Please no caps. That doesn't reduce the tedium, that just divides it up. As much as we want to say our server isn't an MMORPG experience, introducing systems like daily caps is exactly what an MMO would do. When we call "clicking a table" grinding, as opposed to what it truly refers to (the endless fighting of enemies), we are missing the point, again, of what makes alternate progression fun & what makes progressing at your own pace fun; the freedom to pursue those angles. Little is liberating about being locked up in that crafter's den with a 1 in 20 chance of anyone showing up & likely being short for words as they just want to mindlessly complete their task. Unless we bring someone with us we're probably out of it. And even then, it's a very soul sucking experience compared to challenging fights, which we wouldn't have more of when capped, we'd just have more junk in our inventory weighing us down. Or giving it away to newbies because of an overabundance of stuff we'd be wasteful to use when we can't get XP from it.
EDIT: Caps (especially dailies) were devised first as a way to artificially make certain things scarce in MMOs and were quickly decried by the communities of players who really like spending their time actually doing stuff, rather than waiting. They did not last long when MMOs were at their most legitimate and least scummy. Later, they retook the stage as a transparent set of addiction tricks by the time "games as services" became the norm and publishers started having more influence than designers & developers in determining how the game would be.
Also, a "few months" to master a craft is a bit generous. That might be how it was before the XP was nerfed, but it doesn't happen nearly that quickly anymore. It's far beyond several months now. It would be a 6-month mission, 4 days each week, for 5ish hours each time, minimum, even with a good modifier, not starting at level 2, dedicating most of your time to it, and you'd still have time left over.