Looks great! The crafting system seems very developed.
Are the results somehow randomized/dependant on your skill? I mean, sure you might need say 40 ranks in metal crafting to create a short sword, but does it change something if you do one with 100 ranks? Or even try your hand at it even if you have 30 ranks?
I understand that for some items having variation can be annoying: alchemy in morrowind, you ended up with thousands of different potions doing the same thing. But you usually don't carry a dozen swords with you.
Oh, and can you fail? Or you just get the required ranks and materials and voilà ? If there's failing, I guess it should have a purpose. If it only means press that button again until you succeed, I don't think it's worth it.
On a more wide subject, does you skill system allow self-teaching, or do you have to find some master to advance your skills? I really liked the way arcanum handled that. Learning with someone granted you an interesting plus, but not necessary. Maybe that's what your techniques on a parchment are?
And I agree with Seven. Crafting should feel rewarding, but not so important as you'd feel like you're missing something if you don't have ranks in it. Difficult to balance. I guess one way to do that is with upgrades. Having a personalised weapon feels good, even if the bonus is not that much. There's also the question if all the craftable weapons are findable in the game or not. Yeah, that's a though thing to make it work. If you end up finding similar things to what you crafted right after crafting it, it feels lame. Yet, for the non-crafter, always having mediocre weapons isn't fun either. One solution: don't make weapons important at all.
No one will care, like in Torment...