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There is a wiki page with all in game items/gear on it and there base lvl1 stat multipliers listed. you could always check that before crafting too
The best thing to do is make a test item with the junkiest stuff you have, then look at the list of stats the finished item can get.
Then concentrate on materials which have the same stats, because those are the only things that will affect the finished items. A material might show 4 different stats, and only _one_ of those four will actually show up on what you're making. Like backpacks have a "weight" stat, so you can pick leather/materials that will give it a greater encumbrance stat (which is what "weight" is doing there). But backpacks don't have "inventory capacity". Adding a material with that stat will add nothing to the finished backpack. Apparently inventory capacity only affects watering cans right now.
Another thing to do is make lots of different things, like buttons and buckles, out of different materials. I keep a whole container full of them, and use "take all" to pull them all out. Then I experiment, swapping one for the other until I find the ones that give the best benefit.
Another example: If you make an overcoat item (like druidic jacket, hermetic capelet, or striking peacoat) they ALL have a fixed list of stats: max health, durability, rain resistantance, and then the environmental and damage resistances (ice, fire, cold, heat, etc). Nothing I have ever swapped out changed that list. It increased the stats already there, but nothing new was ever added. So you cherry pick materials with "cold resistence" or "fire", "ice", etc.
That's a constructive way to handle the issue. That's aimed at other people reading this thread, not really the OP. It's pretty clear the OP just wants to have a tantrum in the corner.
Once you actually take time to learn the system it is not bad at all.