What irritates me about crafting is generally that it renders the point of specialization useless. If someone's a glass cannon, they can just craft shit and become both ridiculously tanky and strong as fuck.
Well firstly, don't let Alanis just enchant stuff with no additional materials at all. At the very worst she'll end up earning credits buying, enchanting and reselling for a profit, spending it on better gear. My recommendation would be to force all crafting to use Materials. Alanis wants force-shielded armor? She better have a piece of sufficiently high-level Armor and a Magical Material.
Want to streamline crafting? Consider making all crafting Materials come with some sort of Nature, basically what it gears the effect to. So say, a Demon Core would make anything using it deal damage over time to its user, but also permit some sort of charge/recharge based effect. This will be stated in the Material's description. Want something that does that but don't have any Demon Core-equivalents? Too bad. Want charging/recharging without whittling down Alanis' HP but only have a Demon Core? Too bad.
Also, give each character Natures that determine how they flavor their crafting and prevents them from deviating from it. This also means that the crafting people will have their own specialties. Permit Perks and Actions to grant or enhance Natures. Motya's would be Flesh). Alanis' Kinetic Magic). Gozer's Minerals or Earth Magic. Et cetera.
I actually like this idea. Sanure actually was talking about something similar to me in regards to something coming up. And we already do have precedence for all the crafters, to list them out:
Tourmaline: Gem Tech items obviously, probably good for Dex/Con but sucky RES and SYN
Alanis: Enchantment, Needs more materials than usual but good all around.
Gozer/Dackly: Magic earth stuff: Good RES and Syn not so good Dex and Strength (due to weighing you down, though you could pull a Gouku by removing the items)
Motya: Meat/Bio: High Damage/poison/healing But your Charisma and Con take a hit.
Ian(Since he technically does have plenty of crafting potential): Orky stuff, made of scrap, probably not that useful in general situations, but in specific circumstances are amazing. (Say, single use items) Or maybe stuff with good damage stats but sucky Defense stats or cause status effects to the user.
Kyle: Robotics, Safe but hella expensive, maybe gives more equipment slots or dodge chances.