The poor crafting slaves used to make a quick extra profit by a purchased separate account, with all the mist energy dumped into 2* recipes, is a severe dampener on the 2* economy, which you can easily see by realizing any normal player would want to make at least close to 3000cr from 50 energy, and 2* items which cost that much to craft plus 400 cr and materials go for less than than on the market easily. They want to make more profit easily, and rather than using the seperate account for more gate runs, which needs another set of armor, they dump it into 2* crafting, the mist energy converting quickly into around 2-4k a day.
What this causes is a general discouragement for others to even bother with crafting, usually only buying recipes of higher up the chain. I personally find this severely against the spirit of the game, and have come up with two alternate ways to fix this.
The first way, my personal favorite, would be to alter crafting so that ME cannot be used for it. remove Energy costs for 0-2 star equipment, maybe bump up the crown cost a bit, depending on what you consider the profit line for a 2* item should be. Optionally, to prevent the AH from flooding, put a daily use limit on crafting, requiring a token CE payment if you make more than 3-5 <2* things a day. The crafting slaves become Gaterunner alts, if they do anything, and crown fountains slow down a bit. New players are happy with being able to justify crafting for themselves (and getting UV is now a bonus, not a lottery you buy tickets for), veterans get to branch to new equipment, encouraging more real CE sinking crafting, rather than the shallow <100 energy stuff that is exclusively profitable for slavedrivers.
The middle ground of allowing people to use Mist, but removing energy cost from 0-2* still forces new advanced craftings to delay someone who prefers mist play, and shifts slave labor devaluing to the 3* equipment, where it might be less obvious, but it would still happen. The other middle ground of removing mist energy, but keeping crafting cost the way it is, would completely cure slave labor, but with the result of significantly more begging from newbies, and overall, more discouraged beginners. This could be mitigated with crafting coupons, but I doubt it would help much.
Additionally, this removes the idle time a player who's pedantic about using mist energy whenever possible from filling to the brim before making a 3+* item to reduce the real cost. The cost is fixed, and making it doesn't cut off mist playing that instant.
Alternately, you could give everyone a crafting ration, a third energy tank that fills to 50 over 22 hours, and can only be used for crafting. I dislike this option, it's a much more obvious rule patch, and only mitigates the slave labour devaluing items.
its a free market, DEAL WITH IT