If we tie a specific craft(ing skill) to a specific character, then min-maxing will lead us to ignore other such set ups over the course of several playthroughs, and eventually for most future players.
Like, say, in Morrowind, when you ignored everything until you got the Chameleon Ring, because someone said so.
(Not that I'm angry, but I loved Morrowind the tiniest fraction less for memorizing exploits, as such.)
Then comes the issue of making the craft feel special.
It's done well in situations where there's limited crafting options, such as Skyrim, but only because (Alchemy affected enchanting which affected smithing which affected enchanting which affected alchemy) of synergy.
Dragon Age 2 had passablly interesting, yet effective 'crafting,' and made sense within the scope of the game, taking place over several years in a narrative. However, it did not allow for the potions made, or the runes made, to have any sort of weight to them, save for the one rune I remember awesome Dwarf-Comedy-Relief making, in plot.
KoTOR 2 had fine crafting, and Arcanum asides, but the former was lessened by being entirely shopping/monetary based, come end-game.
New Vegas, as well, had this problem, though the Gun Runner's Arsenal upped the ante enough in terms of variety that it felt special again.
Do I want an item I make to feel special?
Do I want to grind for it?
Do I want resources scattered throughout the game world?
Do I want a variety of items to make, with seperate uses?
Do I want a variety of ways to make a given item, possibly varying its effectiveness, and having consequences for doing so?
Yes, I want to accidentally make a beer that poisons a king, using DEATHWEED as opposed to hops.
And if you ever add something like, say, Gecko Backed Leather Armour, well...
Could it combine more than one set of crafts?
And maybe do more than make me look slightly tribal?