Thanks Bro, thoughtful of you and I hope to hear some really good ideas for the article I agree with much of what ?bro said there although there's a few things I would add.
For resource gathering as an example, I think that nodes should 'lock' to the first person fighting nearby (or their group) and remain so for a short period after the combat ends to stop people from nabbing what you clear.
I also like the idea that as you progress in the game you get rarer materials but that the earlier game ores are still required in manufacturing items so that they don't flood the market and become horribly devalued.
Further onto this I would suggest that the market should also have some NPC traders who buy and sell things. If there's too much or none of an item then an NPC vendor could provide it (with strictly monitored pricing - they charge too high and want to pay too little) to help stabilise the economy and keep it flowing without the auction houses becoming inundated with materials.
There could also be quest givers who do a similar thing, trying to take in materials and rewarding experience/gold for items that are too common on the AH, this would mean the player used their money to get the item, had their money returned and was awarded xp. a net reduction in surplus stock with no additional money entering the economy.
As for the crafting itself, as mentioned above it would draw from earlier tiers in conjunction with later and rarer tier components. There would be minigames involved that would let you improve (or make worse if you performed badly) the quality and/or quantity of items.
By default you coudl just craft in an opted out mode which would make an average quality item. Your skill level and the difficulty would adjust this though so you might still make decent items without troubling yourself. You should also be able to make larger quantities of items with some difficulty modifier involved. Succeeding in total success, partial success, total failure based on your performance.
The gear itself would be comparable to other sources (pve and pvp). Just as with the other avenues for gear progression there should be varying degree's of commitment with some being better and harder to produce than others.
Bonuses on such items would be comparable to the makeup of the game, either offering better stats (etc) or just new looks (for games like guild wars).
Taking crafting skills should not detract from your abilities in other areas (like combat)
There should also be more non-combat skills. things like searching, climbing, etc.