I have been thinking about a system like this for a while so I decided write it out. I feel that a grid based crafting system would fulfill all of Intrepid's design requirements. A more involved crafting system that does not get tedious (not a minigame but more than just clicking craft), an ability to level up a recipe, a sense of discovery for recipes, and a potential for hidden recipes. A system like this would have a lot of room for creative design and expansion.

Here is an example of a basic Tier 1 recipe of a sword. A Recipe would list the materials needed. Sometimes down to exact material and position or at various levels of vagueness depending on design intent. The second stage is not even required for this recipe as the leather on the hilt could be added to the first stage. The first stage is adding metal to the grid to create a sword blade. Then the second stage is taking that blade and adding accents and finishing touches. In the leveled recipe you have potential for a rare material that changes the blade appearance some and increases its potential. Then furthermore you can add in even more rare materials (in this example runes) to the blade. This is a very visual leveling up of the recipe that I feel would satisfying to work towards.

Early game means more simple grids. As you advance in a profession you will see more complex grid sizes and shapes. More stages could be added depending on the design requirements from the devs and the amount of materials needed.

Various professions could have their own grid shapes to make sure each profession does not feel the same. A grid shaped like a cauldron for Alchemy would add some flavor to the system. Blank grids that have server side recipes could be an interesting thing for players to find. Players have to figure out what items to use and even potentially what profession the grid belongs to. Intrepid expressed desire for rare recipes you could find and trade. The blank grid would be a perfect place for this design.

To fulfill the design requirement of a more involved crafting method that is not tedious upon repetition is a simple auto full button after first craft completion. If you can trade recipes the auto fill requirements could already be fulfilled for the new owner. This would be useful for more complex end game crafts involving a large grid and multiple stages.