I kind of selected both and what they have as being fine but that's mostly cause I have no idea what options to pick. Ultimately I think smaller end stuff like herbalism related things make sense for the player to make (and make just about anywhere). Anything else beyond that requires, to me, to much work and practice for it to make sense for the player to really do it in any meaningful way.
I think NPC should be the ones doing the 'crafting' which, ultimately as a system goes, doesn't really change anything it's just a matter of how its presented (also gold added to the making cost as its an NPC). That's the jist of it on my end anyway. Player shouldn't be crafting some legendary weapon or armor or experimenting and refining special potions, doing so, to me, makes lite of what that actually takes. They take a lot of experience and skill to do anything really meaningful with.
Knowing what plants are useful for certain situations is a good survival skill and useful for making quick use kits or whatnot which is why I think, for the most part, herbalism is what makes the most sense (not necessarily a 'skill' for herbalism, survival skill fits that too) for in the field 'crafting'. Anything else major that makes equipment or complex potions should be a place you goto and do a special order for something. Would also give far more use to a smith you end up getting to move into your keep and setup shop. Being able to head to your homebase, hit up your smith and instead of dealing with there basic inventory or some random preset unique items you can say I want to make a Longsword of fire or something would be nice.
LIke I said it's mostly presentation, but that's a detail... and details make all the difference in how a game feels when ya play it.