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I had a new game all the way up to Yuma started before I began Steeltown, never selling junk/scrap as well as scraping all weapons, it still felt like I barely had enough. However, by the end of Steeltown, I noticed I'd collected about twice as much scrap there as I did the entirety of the rest of the game.
As far as the usefulness of the crafted weapons, I completely agree. None of them justify the cost or skill requirements compared to other weapons you could just pick up off the ground and mod (as much as I loved shrapnel bees, stacking status effects didn't match up to raw damage). If they lower the AP cost by 1 on all of those weapons, maybe I can see them being tactically useful.
I do agree that it feels out of place though. I feel bad that the game seemingly didn't get the time it needed, it was obvious at launch that a crafting system was intended but did not make it into the original product. This could be another such case where the balance revolves around something that isn't present. I went through steeltown on a level 9 team, and although a few parts were pretty challenging, the rest of the game (on supreme jerk mind you) is pretty easy since I can pass pretty much every skill check (even on harder skill checks) and wipe out half the enemies in one turn. Only issue is that because I'm so high level random encounter raiders have 1k+ hp and animals have 2-4k
The things that I found useful for crafting are weapon mods, some new armor mods and elite steeltown armors. Don't bother with others.