Currently, we have several ways for the player to initiate crafting. This causes problems with player awareness, crafting flexibility, etc. Some methods include:
The "use x with y" command
The "knowledge attempt x" command
Placing items in a cauldron, and invoking the "use_skill skillname" command
We also have issues with formulae (recipe) flexibility. This causes problems with content creators unable to create recipies that require no skill, require no cauldron, and/or require no tool/transformation. So, formulae fall into several distinct types which work very differently:
Ingredients placed in a cauldron, and a spell is fired
A tool is used on another item to transform the item into a new arch
I think a general overhaul of crafting would be beneficial, especially if a system can be found which resolves these issues.
Here's a possible solution:
Keep the cauldron system, and make all crafting require a cauldron.
To allow for formulae with no assigned skill, allow invoking a command (maybe "attemptcraft") over any cauldron. Coordinate with client devs to detect if the player is over a cauldron, and add a dedicated GUI button to attempt a craft, so players are not required to have a keyboard to interact with the CLI. Ideally, attempting a craft would check if a skill is required, and invoke the skill as needed, ensuring that the skill's level is accounted for, and exp points are given.
To allow for formulae with no cauldron, give all players an invisible cauldron in their inventory. The player can open this cauldron using a CLI command, or a GUI button, allowing the client to show it's contents like a normal container (In the GTK client, this replaces the floor view). If the cauldron is closed and items are still in it, automagically return them to the players inventory.