They significantly increased a drop of new weapons and armor, which is better, than crafted.
The problem of crafter is not an explosives, but that the crafted products are not competitive with looted. They require more money from buyer, and frozen in weapons, they are more expensive (e.g. 25% MU from 400 PED (100 PED) or 40% from 135 PED (54 PED), feel the difference). And it's all almost completely negates the market production of weapons or armor (except several items). The market of crafted weapons or armors works only in the absence of the required items from loot, but now it is solved with 2 or 6 ped (transport fee).
Given that there is now a considerable surplus of weapons and armor, looted on the hunt, when it largely absent demand on crafted items, made by players (which are more expensive). Now, there are only a few positions that pay off (like Perseus Armor). I think if MA remove all BP's, weapons and armor, all rest which looted from the hunt - will be enough for everyone. And if the crafter does not make weapons (or any other items), which nobody buys, in turn, it does not consume resources which mine too many people (with level 13 amps lol), and as a result - MU falls on all that is possible. In this case, the chain stops. However, the miners do not stops, and hunters too. And the market is stagnating.
Nothing special, ordinary economy and the crisis of overproduction.
The decision - to improve stats crafted weapons and armor. Actually lead to increased production and consumption.
The second solution - to increase the number of players. In several times.
This is only an example in one area of crafting. In general, the situation is typical for all industries of EU, except maybe tools (which consumed too long before player must do a next purchase!) and vehicles (Which, incidentally, also should decay when moving!).
But we do not complain. We are coping. Producing nothing or burning resources in the gambling.