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that is literally what the celestial smiths does? grants you the opportunity to craft any epic or legend item in XY pool, so you're asking it to be changed to something it already does
if anything i think the AoM/FG undead smiths should have their resource trading tweaked
Necropolis smith is fair, 1:1+iron cost, but the expansion mats cost a bunch like 6:1
*Celestial smiths also got renewed use in patch 1.2 for tonic crafting
Bonuses from blacksmith might be small, but they still be useful, health regen, DA or OA offered by celestial smiths are stats that are always useful. Even in small amounts they can work well in tandem with other bonuses from your gear/devotion/skills and you are still getting more powerful version of an item that can ever drop (well, usually, if you for example get DA bonus and your random roll on DA is terrible then you basically just got regular item drop).
I actually have more issues with blacksmiths that are present in towns, as most of them offer somewhere between 2-7% resistance bonus to specific resist, however still stacked against other two bonuses, so you might not even get it at all when you want it, but you can get when you want to avoid it, as it would be unnecessary overcap.
direct set obtaining is what transmuting is for, so you can either get that, and not have the craft bonus,
or attempt it at random but get the craft bonus
what you want sounds unreasonably stacked to me, while also basically negating multiple systems in place
And that's kind of the point, I would love using different blacksmiths in different situations, based on build I'm playing, or based on stats I would like to boost. If the bonuses were all guaranteed (which probably wouldn't fly for balance reasons) or it would be possible to pick the one you want, this would be actually possible, even the resistance bonuses would suddenly be viable craft bonus for endgame gear.
Other smiths usually have at least one resistance bonus, which as I said feels like a miss most of the time, worst offender here are the Black Legion smiths, getting 2% aether or chaos resist as random proc on 94 item is just not worth it.
but duncan's energy regen is basically more worthless, i think i've only ever seen a single build where it actually had some utility, and regular resist would atleast have some slight general by comparison
likewise, 4-12DA is nothing, heck on a low physique build you get that min DA from the physique bonus on top of the health etc, and on a high physique build you get more da than the max DA bonus
imo angrim has 2/3 useful, where duncan shares the only useful with angrim
and in most cases a char likely benefits more from CC res bonuses or even heal increase etc. probably making Egellon and Kaylon the two best bonuses with 2/3 good ones and their 3rd a bit more usecase specific, with Ignus or Gaius being sorta like "peak" rng greedy potential