People complain about people just buying items off the AH and using those to level through training is P2W? You are missing the part where you are the guy building swords for 1K in mats and selling them on the AH for 5K.Now people with Albion Online Silver are going to redistribute their wealth because they want to pay for training than craft for it. You then can make 5x as many swords, use 4x for your own training and the extra to fund the next round. (just rough example, modify as you wish by mat market value vs sale value).Paying to level up via AH purchases is only going to actually benefit the buyer until the prices just keep going up. Korn is right. There is far too much surplus on the AH.HOWEVER - AlbionMall in the game and lose-it-all PvP.
This really does not seem to "fix" the supply issue. Chest space/availability of resources, time spent on turning in the items for fame will all impact this feature. The overall issue is two fold, there is not enough demand for the items and the items are very easy to mass produce. Having to make a few hundred swords to get to the next tier is fine, but this leads to a lopsided AlbionMall. I think that a better approach would be to give the crafter an option, spend the resources to make the sword, or spend similar resources to "research" and just gain fame with no end product. This will drive down supply while also solving storage and time issues. No new tabs/systems would need to be implemented, it would just be a new "recipe". If it is found to be unbalanced you can add either a silver gain or cost to the "research".
I would also think that in the current system it would make sense to raise the material cost off all items across the board. Maybe raise the fame gained from crafting to compensate, would really need to be tested. If a breastplate took 32 of an item instead of 16 that alone would decrease the supply. I do not think that the idea behind crafting is to simply make hundreds of items, it is to put to use the materials that are gathered. If you make the items take more materials, they in turn should not be as easy to mass produce. Tune the numbers until the supply seems to come in line with what you want. It could hopefully make the items harder to craft and thus worth more. This will in turn likely drive the cost of raw materials down a bit and equalize the costs.