As a tangent on the 3e skill discussion, have you ever discussed the crafting rules? I'm not talking about making magic items, just making things.
In 3e you determine the DC to make the item, then roll your crafting skill. If you beat the DC then multioly your roll times the DC. The result is how many copper pieces worth of progress you made that day. If you decide to take a week or more at it then the roll is made once for each complete week, plus one per extra day.
The weekly roll pays in silver pieces instead of copper, effectively giving you a bonus for dedicating a week or more to the project.
If you're trying for a master worked item you make a separate roll, with a DC of 20.
If you fail the basic crafting roll, but fail by less than 5, the only penalty is that you make no p[rogress. Fail it by more than five and you've ruined materials, and may have to start over.
In context with the "Take 10" and "Take 20" rules, you could only use those rules if you weren't capable of failing by more than 5.
So let's look at a weapons maker trying fo make an 8 GP sword with a DC 15 target.
If he/she rolls the 15 then 225 copper worth of progress is made (2.25 gold). So the sword will take about three days to finish, less if the crafter makes better rolls.
What do you think of that mechanic: To easy, too hard, too complicated?