Not a exactly a feature that gets me excited but cool to see it happen nonetheless ... How so? Does it conjure up images of triple A open world games that obligatorily include some form of crafting in all of their titles?
For one, I am an old RPG-hound who has learned all too well, that every shiney newly crafted/bought item is only as shiney and new as the next one that comes along, so I would be hoarding ressources until a point of no return anyway...
That being said, item crafting (in the narrow sense) has featured in some of the my most recent top games (Breath of the Wild
; Horizon: Zero Dawn
; Monster Hunter World
) and my view on it is always informed by how well it is implimented - One of the one hand, HZD infurated me by not tracking normal animals despite them being a source of valuable crafting ressources. On the other MHW offered the option to save a "shopping list" so I didn't have obsessively track my next object for acquisition. BoW
thankfully restricted it's crafting to consumables (meaning you where you good as long as you had plently of Bananas).
In the same vein, I will hold my verdict once I see it implimented in Wings of Dawn
Now putting the player role aside, there are some design problems I see, which give me pause to do something similar:
Firstly, there is the impact that ressource gathering and crafting have on a player's psychology: How you are going to adress the issue that any players (excluding completionists) might feel compelled to invest an disproportiante ammount of time in gathering and crafting on the off-chance that any of crafted items might turn out to be the key to a difficult mission down the line.
Secondly, there is something you have already adressed, which is the "overabundance of options rendering the choice meaningless".
Thirdly, there is of course the ever present spectre of any optional activity in a video game ruining the pacing of the main story...