Has anyone run into this in their play tests? Seems kind of restrictive? Why would you take the crafting path? Why wouldn't you just seek out through adventure or commissioning a NPC through roleplay, seeking out the Orichalcum shortsword you've been seeking out, spending your every last coin, forsaking every other luxury, etc?
Where is the opportunity for the crafts people, when you've got a hard level gated on your craftsmanship via level. Why not allow the opportunities of difficult skill rolls to craft great items, instead of flat out making it so, "Sorry, you're not level 20, you can't craft that because the item level is higher than your level".
Why would they be so prescriptive? Isn't the time and gold cost sufficient? If the GM was concerned about power creep, could they not handle it in their story, instead of a hard Rules As Written slamming the door in the face of crafters being able to achieve anything great?
This kind of design reminds me far too much of Action RPG or MMO design. "Can't have them getting access to this equipment to early, got to keep them in their nice little lanes! May outpace the content!" Which, imo has no place in the Pen And Paper world.
If a crafter specializes, investing their feat ups in getting to Legendary proficiency, sinks all his gold into making something magnificent, it makes me cringe that Rules As Written would put up a hard wall of, "Sorry, you rolled a nat 20 and have dedicated a lot of your RP and Character development toward making something magnificent, but RAW clearly states, you're only level 15 and are trying to make an item level 20 object. Sorry, please try again at level 20"
Thoughts? How precious do ya'll think they are about this? Hoping the playtest gives push back on this.