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"tailor schematics drop from jute and cotton, leather schematics drop from skinning animals, and the forge schematics drop from mining ore ? that way crafters would actually obtain the schematics they use in their craft from a logical source ?"
is the opposite of a logical source. Where in nature do you suppose a miner finds a blueprint/instructions when mining ore? Where does a farmer harvest plants and find a note that describes how to sew a garment?
I think if schematics are going to stay, it would be nice if a player could take a quest from say, an armorsmith npc/vendor, and completing it would reward you with a choice from a selection of schematics. This adds a step to your suggestion, but one I think is vital. You wouldn't learn how to craft directly from natural goods, but rather from someone who has previously worked with those goods.
On the other hand, my personal preference would be no schematics at all. I would much rather be allowed to do a combine without having to get a plan in advance. Trial and error of putting items into a combine container (loom, forge, etc.) and risking the items in an attempt to get something is far preferred to hoping I'll eventually find the schematic I need from a treasure chest that I only get a chance at looting once a week or thereabouts (due to the reasons you outlined).
Someone had to think up the schematics, it would be logical that it was done while actually harvesting and processing the different raws.
And since you also loot the different dusts then it would also be logical that you figure out ways to incorporate the different dusts into the schematics.
The idea of harvesting rarely granting a schematic through inspiration or ingenuity is interesting. They could also just drop from mobs that drop the same type of gear. Either way or some other way there needs to be more of them circulating through the economy.