I've started adding the bulk of the armors/weapons to my game which has prompted me to work on the profession/crafting systems as well. The profession system I have in mind will be fairly simple, your professions plugin will work great for it. For crafting though, I was stuck between using this and VisuStella's plugin. Ultimately I've decided on this one because I like some of it's features more. That said, I am running into a couple of issues...
Minor: For the item(s) produced on failure, it would be nice if we could pick between multiple item(s) to drop based on percentage. For example, if the crafting fails the recipe could have a 60% chance to produce item A or a 40% chance to produce item B, neither of which being the item originally being intended to produce.
Major: There needs to be another way to categorize recipes besides profession type. My game has A LOT of craftable items and simply breaking them down by profession isn't ideal. Take smithing for example, when pulling up the crafting menu it's going to show all known smithing recipes. But what if I only want to show swords. Or axes? Or maces? Etc. Further still, my items/recipes also come in various grades (Poor/Common/Rare/etc) and I want to sort recipes by grade. But in order to do that as is, I would need to make each grade its own profession.
That's not really going to work, but this could be easily(?) fixed by adding a new field for recipes. Under "Profession, right above "Level Requirement", there could be another optional field that people could use to further sort their recipes; lets just call it "Class" for now. So, keeping my smithing example going, I could have classes called "swords", "swordsrare", "swordsepic", or whatever, and the crafting menu would only show known recipes from those classes in said profession.