Every game has implemented trade skills with varying degrees of success. AO's system could be one of the better ones but there are so many damn problems with it..

AO's trade skill system is crippled by:

1) QL of components. From nano clusters to pharmatech components there is absolutely no consistency. None, zilch, nada! Everything is completely random based upon the range of the store. While this is initially 'kinda neat' and a teensy bit realistic, it can take quite a long time to find the right items for a single combine.

Set these up like the augmenter shops.. fixed ql in ranges.

2) IP investment. Combining items, as had already been stated by others, yeilds very little in the way of xp.. especially in comparison to the costs of many of the items involved. This results in having to kill to level to get the ip and who really has the ip to 'blow' on tradeskills? Very high level folks who get curious or want to make the extremely high end stuff.

Perhaps there needs to be a second look at how trade skills are learned and progressed? Just some ideas, maybe lowering IP cost of all trade skills by 50% or more... removing title caps on trade skills.. maybe a one time IP investment and gain skill through use..? Just ideas.

3) Costs. A great deal of the items involved are incredibly expensive and 'core' devices need semi-regular upgrading inflating it even more for items that have no real market.

4) Broken recipes! Broken recipes! Broken recipes!

It's very hard to find the right people to get some needed things made and there is little incentive to get new people into trade skills. A handful of items are in demand.. all of high ql.

The methodology is fine and there is alot to work with, a bit overwhelming probably to fresh eyes, but there needs to be some serious work done.