To harvest crafting materials, Guild Wars 2 uses a system functionally identical to LotRO, but it feels different. In both cases, you need to have a crafting item equipped to harvest, say a mining pick. In both cases, there are three; in GW2, you can wield all 3 at once to start, while you must manually switch in LotRO until you can build a multi-tool later in the game (advantage GW2 for less switching between tools). In both cases, they have different tiers of tools for the different tiers of crafting, although in LotRO the tiers matter for crafting rather than harvesting (advantage LotRO for less switching between tools).
The difference is that you buy explicit charges in GW2, while you have an item that needs repair in LotRO. Both are goldsinks, and in both cases you need to spend X gold every Y harvests to maintain your tools. GW2 gets the advantage for making it explicit how many charges you have left, rather than wondering how many more swings 4 durability will get you in LotRO. Maybe this just comes from having played LotRO for years, but it feels wrong to have “charges of pickaxe” rather than owning a pickaxe. From GW1, I accept that salvaging kits wear out, but it feels wrong when my sickle disappears. I will probably get used to it.
I have yet to run the numbers on whether you lose something in selling partially used pickaxes. In LotRO, you would naturally repair your crafting tools while in town, but you cannot just throw in another 200 charges of pickaxe in GW2.
Request to developers: can we have a visible indicator that a trade tool is low and/or out? Maybe it exists but is too subtle for me to notice. It stinks to move between nodes and discover that your sickle silently shattered on that last carrot.