After the addition of equipment deterioration, learning to craft is now a necessity.
I've noticed that most crafts already start being integrated at the lowest level, so if you are planning to craft plan on doing several.
The synthesizing process has improved greatly, as you gain new abilities you will be able to have more and more control over how your synth is made. For example, to do skillups you use fast synth, as it will greatly improve your chances of 100% completion. As you get to cap then can emphasis more on standard to get slightly more experience for that level and a slight chance for an HQ (though rarely happens). Further down the line you will be able to use Bold to maximize the quality without much of a worry for a break. Abilities like preserve are used when you get a couple of good successes to keep the chain going and Masterwork to use with Bold for that last bit of progress.
Some things about the system still boggle me, however. You can skill up on base level synths, like muddy water->distilled water in alchemy past level 10 and still have good exp off of them. Also, some synths are unbalanced like Hempen yarn. You can consistently botch this synth yet able to do finished products like hempen workgloves with ease. The reagent should always be lower than the finished product.
It would also help to be able to set up a macro to initiate synths. Going through 5 confirmation windows per synth becomes quite tiresome when working on a large order.