Crafting is meant to be one of the primary money drivers for the post-leveling state of a arelith character. Most of the crafts are accessible for nearly any character type. While smiths prosper a bit better as classes with strength carry weights there's nothing overly inhibiting the profit you make or the quantity you can produce. Likewise, a carpenter 30 fighter can produce a wealth of goods for everyone.
Problem
Herbalism is different. If you have Brew Potion, which is a feat only derived from having a spellcasting class, your yields for all your potions go up by 50%. Some people cannot take brew potion because their builds don't allow it, and as such are just always half as efficient as others who have got it.
In my current playthrough with my character, I'm finding I'm completeing crafts till 1-5 points left and handing them off for someone to tap finish because I cannot produce the yields they can because 1 feat makes them 50% better at a crafting skill.
Feedback
I'm of two minds. Either the class and spellcaster requirements for brew potion should go, so that anyone can access this feat. Or alternatively, a singular feat should not be increasing the yield 50% higher in a singular craft over others - because it effects everything from your profitability to your yields and your viability with this one feat.
What are your thoughts community?