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It's supposed to be fairly rare for a higher quality item to pop out of the production line. But you produce so many things that you get the items you need from it. And maybe recycle any excess (which can give you additional quality rolls).
A standard pattern is, for a finished product you want to get at legendary quality, you set up a "recycler loop".
You make a line of crafters for normal, uncommon, rare, epic, and legendary (each with quality modules, except the legendary which doesn't need them). You filter the outputs so that everything of the quality you want is saved in a chest, and everything else goes to a recycler (again with quality modules), and the output of the recycler is looped back around to your line of crafters and buffered.
Then you keep feeding resources into the normal one, they increase in quality as they go around the loop, and eventually a legendary one comes out the other end.
You can improve yield with better management of the quality materials. E.g. if you can make use of the normal quality items, then only feed the uncommon outputs into this loop.
Or you can use quality further up the chain. E.g. you feed the line above not with normal materials, but instead by making Superconductors, and Quality Module 2, and Red/Blue circuits with quality, and use the sorting system already in place to route ingredients to the crafter that can use them.
And you can push quality steps further up the chain. The logistics becomes more complicated as you do so, but the yield you can expect to see also improves.