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It forces you to go back to think about your design instead of just pasting the same thing over and over.
And if you get everything to the highest tier (or the same tier regardless of which one it is), there will still be stable ratios, probably a bit different from the old ones we have been using until now.
If you don't enjoy this part of the game (figuring out layouts and ratios again) then yes, quality will probably get in your way more than it will help you.
50% chance of a better quality crafting at 1/s? You might have a bad run of 10 fails, oh no!
But, over the course of a minute, that curve is much smoother. Averaged over an hour, smoother stiill, Averaged over 10 hours... it functionally becomes 0.5/s successful output.
It just requires a change in thinking, planning, and play style...which was exactly the point of the mechanic as Fel described.
Sure, the law of large numbers mean that when you make a lot of something with probabilities for different quality it becomes effectively just X in and Y out, with just a bovine excrement layer between them. I don't have the expansion, and quality is part of the reason for that. Because I think the implementation is bad, and I'm voting with my wallet. But I hope the people that bought the expansion have fun with how it is now.
There's definitely some things in the mix of items that are 100% worth going for legendary, and player gear IS one of them. There's also some items that are 100% not worth it... lights, for example.
You have a new level of quality? Just redo your blueprint and assume that everything is on the new quality level, calculate the ratios etc. and then use it. I don't see the problem. If that is not fun for you, to build new blueprints, then just don't use it I guess?
I myself don't bother too much with rate calculation etc., I just build more when I need it and look forward to fiddle with stronger machines.