First, if you're here to say "WoW sucks don't compare it to DDO," I say economics are universal and we play DDO for a reason. If you've nothing useful to add go troll somewhere else.
Secondly, I've been looking at the changes to Cannith Crafting with a sense of wonder and dread since they started discussing making it "harder" (typically when a game company says "harder" they mean "takes longer to grind out" not "takes more skill"). One change that I noted would be the most drastic (excluding the "you must farm rare ingredients to craft this shard") is the change to Deconstruction experience. For those living under a rock, the change is that Deconstructing shards or crafted items will no longer reward any experience. This change effectively kills the "RUKRAZY" or 140000click methods of capping your crafting.
But most notably, the change does not affect the deconstruction of randomly generated items. That is to say you still get your 1exp and handful of gold from deconstructing random vendor trash. And here begins my analysis linking the expense of Cannith Crafting to the expense of the Enchanting profession in WoW.
In WoW, the most effective way to level crafting (I've leveled 4 enchanters to cap before I got tired of repeating the same action with a slightly changed color-scheme) was to buy all the 'uncommon' or better gear off the Auction House that was worth less than the materials you'd get by disenchanting them, and then to sell enough of the dust/essences to recoup your costs. This allowed you to keep the "profit" dust/essences to use for enchanting random gear to get experience and ultimately level.
Coming back to the real game, DDO, you'll want to buy all the gear off the auction house that has a prefix or suffix that deconstructs into more expensive essences. When you deconstruct the items they will give a pittance of experience (since they're random loot), they'll give a handful of gold/plat (I don't know how much this turns out to be), and the essences. Once again you can follow the preceeding suggestion, and sell enough to cover costs and then keep the cream, OR you can sell all of them, make a tidy profit and still (admittedly slowly) level your crafting.
Seems to me that this RUPatient method of crafting is not only superior, but can be done in spare time (it won't take much longer than the RUKRAZY method did, it'll just be much more spread out). Furthermore, it seems that this should be done on any and every character that you spend time cooling your heals on, since deconstructing doesn't have a minimum level.
Does this make sense, am I right that we'll all need Spreadsheets for the value of essences, and "average deconstruction value" like any savvy wow player (are there savvy wow players?) has included in his Auctioneer Addon?