Yeah, I liked them too, but yeah I do have a reason why I didn't use that system. It comes down to something Sandra related from Scott Hartsman, the long-time head of EQ2. (She worked for him for a year on EQ2 expansions.) In a nutshell, he said that EQ2's crafting didn't do enough to fill more gameplay niches. Because it's time-based, and requires attention, it ends up feeling like combat -- but not particularly compelling combat, more like quick-time events -- which is admittedly more fun than no interactions at all, if all you're doing is crafting...
But crafting is a downtime activity for a lot of players -- something you do while chatting and watching TV. And EQ2's crafting is a bit too intense to allow easy chatting while doing it. People who want to chat and socialize prefer crafting systems without quick-time events. And the quicktime events aren't fun enough to overcome that loss.
I disagreed with this assessment until I went back and played EQ2 a while back. But now I think he's right. I had fond memories of the system, but it's not nearly as compelling as the combat, so I still only did it during down time. And it did suck that I couldn't chat to my guild very well while I did so.
So I've been thinking about new crafting systems that aren't reflex- or timing-based. The surveying skill is one such. It's designed with the ability to be social in mind. Surveying gets more efficient if you work together with other players (for instance, you can divvy up the world into quadrants, so each player collects maps for a given quadrant), but doesn't require socialization. In that way, it works kind of like group combat: it's more efficient, but not something you'd do all the time. Which is an interesting thing to have in an MMO. I always resented crafting systems that force you to rely on other crafters for key components, because that felt like "forced grouping." But I don't always want "forced soloing" while crafting, either.
I'll probably tune some other crafting systems, like gardening, to be a little more social-friendly. And I have some other ideas, including some cribbed from SWG's crafting system, to try out. I'd like to get a little bit of thinking and planning into crafting, but I don't want it to have a time-restriction component; that's what combat is for.