As fun as it's been to see specialized crafters burning through work like no tomorrow, I believe the recent changes to crafting mastery are going to exacerbate a more long-term issue of Carpenters, Smiths, and Tailors having trouble finding consistent work, relative to how quickly they can complete projects. Alchemists and Herbalists have the advantage that their products are predominantly consumables, meaning they can encourage more casual consumption of potions, essences and such by lowering prices. The three tradeskills that focus on equipment, by contrast, already have difficulty finding regular outlet for their crafting points other than repairs (and repair kits are considerably more efficient in terms of CP-to-Durability). There are of course several craftsmen I could point to who get steady work in these trades, but the average is generally that Equipment-Crafters have less to spend their CP on than Consumable-Crafters. Art-Crafting is the exception, since it is distributed fairly evenly between equipment and consumables, while also having a constant supply of raw gems to process as a fall-back.
A solution I'd propose is giving Carpentry, Smithing, and Tailoring a small number of consumables they can craft oriented toward the equipment they produce. Nothing as ubiquitous as essence or potions of freedom/heal, of course. Something along the lines of whetstones and armor polish for Smithing or rosin and liniment for Carpentry, letting them apply effects like low-grade Massive Criticals. They could even require T1 Runic Materials as a way to remove the constant excess in the markets.