Guild Wars 2 has created a somewhat less tedious crafting system than the average MMO, but it still faces the standard problem that it is not very interesting. It is adequately useful, but given the time investment and payoff, the average player is better served using the auction house.
Crafting lacks compelling gameplay. As a player, crafting is a solved puzzle that was solved several games ago and the new variation is about one recipe deep. Non-discovery crafting is exactly like it is in WoW or LotRO: recipe + materials + click. Discovery is interesting once, then you have figured out the pattern and have nothing left to learn. Before you have finished one tier of one trade, you have already seen the template used for everything. Several hundred materials all fit one simple formula.
Cooking is interesting but random. Most of it makes some sense, but the limitations of the discovery interface make recipes somewhat arbitrary, and you have no way of knowing in advance which recipes actually exist as opposed to which combinations should logically work. Arbitrary combination of all possibilities is the end result, which is something not quite like “discovery” or “exploration.”
Event recipes are briefly of interest, but your bank only holds 250 of anything, and how many stacks of candy corn do you want to store against the possibility of wanting to craft Mad King recipes in the off-season?
And that is about it. I like including crafting in the standard experience point system, although that ends when you reach 400 crafting rather than continuing to reward you for making top tier items. We have already discussed storage. The crafting technology and ancillary systems are very nice, but they do not build to a satisfying crafting gameplay experience.
I know that nothing is A Tale in the Desert, but sometimes you want to demand more.