Flexor the Mighty!
18/100 Strength!
The problems come when you don't want to play in those "long after the fall of the Empire" scenarios. Why should I be limited to have my campaigns in very specific time periods? why can't I play in a golden age when those lost arts haven't been lost yet?
But what if I want my players to do it without needing me to micromanage what they are doing? Or to be able to do it without being subject to my whims? I need balanced crafting rules that don't need my approval at every single step and that are easy to communicate with my players. The complex quest based one in this edition is not that helpful if you want to play something like Eberron or if you have a very high magic world. I know that taking away is harder, but it is also very hard to create a subsystem out of thin air when you need it.
Speaking of these, the main reason I want a list of magic items and magic shops, to allow for any kind of plot without having to take a detour because the party scout needs a set of goggles to keep being the party scout once we move the rest of the campaign into the underdark.(And to me a magic item has to feel magical on its own instead of needing three to four sessions of sidequesting to feel special) These rules for magic item crafting work very well on platonic sandboxes, but the way I like to play is far from it, and it should have no bearing on whether my players deserve to have fun with magic items or not.
I don't know what to tell you other than you may have to do some work to adapt any given game to your needs. I personally don't like the party just going to magic Wal-mart and buying night vision goggles and I'm glad I don't have to do the work to remove that stuff from the core game assumptions. You are on the other side and I have no solution on than to fix it yourself or you may have to go with a game that caters to your needs better. Not sure what else to say.