Recipe rebalancing could be an interesting topic for further discussion, especially for fabrication in general.[/quote]Probably best looked at as part of a more broad restructuring of crafting and construction. Maybe even a reconfiguration of crafting as a whole.
Right now every task relies on just one skill, with additional skills possible to tack on as requirements. In reality a lot of items are composites of various bits and bobs, especially large-scale ones like the stuff that goes into construction and vehicle work. Why wouldn’t a system work where an item could have multiple, equally important, and equally used skill requirements?
I mean, for instance. Some items currently use Tailoring as their primary skill because the result is some kind of armor. There may be other requirements, but whatever the outcome the worked and trained skill is exclusively Tailoring - regardless of whether the part has mechanical parts that could train Mechanics, wiring and gadgets that could train Electronics, or other complex work that would train Fabrication.
Then there’s the possible split into Fabrication and Mechanics tasks for vehicle work, allowing characters not to focus into Mechanics heavily just to perform something like trivial upgrades or repairs. Weld a frame together, repair the quarterpanels, mount some spikes, armor up the headlights - all of those things can be done without mechanical knowledge. Salvaging similar pieces, likewise, should not require it. I think that, with Fabrication being easier to train than Mechanics, most people should theoretically be alright with such a change. It is, of course, not so simple (because it makes training Mechanics harder), but I do believe that is also solvable. Just needs some thought.
(…I’m going to have to download the repo again, aren’t I…)