I've personally never seen what the issue with crafting is. Maybe it's just that our group has a pretty laid-back gaming style, but in any game I've run, I generally allow crafting, and I'd allow most of these methods of getting in the full day's work. Yes, it can throw off WBL. But so what? The players get their shiny new items, and they're a bit more powerful, so I adjust. Maybe throw some slightly tougher encounters at them because they can handle it. Have them be away from civilization for a long time to strain their supplies of consumables. But it's really not like it ruins the game to have PCs that are slightly more powerful than other PCs of the same level might be because they've got 25% more gold.
And I really don't think there's any issue with control or anything here, because I at least have never tightly controlled what items PCs can get when and where. Now, that's not to say I wouldn't mess with them now and again for it (though I like to think I can avoid being as heavy handed as constant distractions in the crafter's crafting area). Things like putting them on a tight schedule, maybe so much so that they have to make forced marches and can't craft, or other things to challenge their dependence on their magic items. The players using the rules to craft more than the general rules allow for is hardly removing the GM's ability to challenge the players or to control the adventure, and unless the crafter is causing problems in the party, it really doesn't throw off the game or ruin the fun of it.
Now, as for the original question, I believe that method should work, although I would prefer the players use something like Secure Hut, if only to avoid grey areas. The fatigue question is interesting, but while one could argue whether or not working after a day of travelling would fatigue a person IRL, in the end it boils down to that you only become fatigued when the rules say you become fatigued, so unless there's a rule that says you become fatigued by crafting after a day of travelling, you don't.