So, maybe I just haven't been understanding the star levels correctly, but a frustration for me thus far has been that I keep spending my crowns on recipes, only to find out after I learn them that I can't make the item until I obtain a lesser version of it.
My instinct was to get by on starter gear and save up for higher level gear, rather than continuously blowing my crowns on mediocre items. I'm more weary of doing it now, but the first 3 times it happened were really frustrating.
Don't get me wrong, I like that recipes require lesser items to make, I just would like it to be completely obvious if/what other weapon/armor I need before I purchase it.
A rollover look would kind of ruin the point of recipes.
I think that they should be free, but be rarer to acquire.
That way people who want to obtain items by crafting can do so and gain unique abilities.
Whilst those who would rather buy items from a shop or get them from monsters can do that too, but also be at an equipment disadvantage when it comes to quality.
Not so much a crafter vs. buyer scenario, but rather a more positive incentive to craft.
By removing silly, lower level recipes and adding better, higher star gear to be exclusively craftable, what you create is a simple effort = reward scenario.
People collect recipes at the same rate they will be collecting the materials required to alchemize them, allowing it to become more affordable and taking frustration out of the equation when you spend hard earned money on a recipe you can't make without spending alot more money.
It also puts a limit on the people who would prefer to buy lots of energy then sell it for crowns and get fairly high quality gear from shops.