Someone asked for a crafting guide in the Mint Imperials Guild chat, I mentioned I had cleaned up the Reddit crafting guide for some friends and asked if anyone wanted me to post it here, so as requested:
Full credit for this information goes to dssurge over at the SWTOR Sub-Reddit. Link at the bottom of the post.
Each of the crew skills shown in the chart above caters to specific crafting needs. The chart represents which skills are better suited to each character class, but does not describe the skills themselves. The following is a simple explanation of each of the skills to finish off this guide.
Armourmech: Aim and Cunning armour.
Armstech: Barrels, ranged weapons, off-hand weapons, companion specific weapons.
Artifice: Lightsaber Hilts, color Crystals, weapon mods, off-hand shields, off-hand generators and off-hand focuses.
Biochem: Consumables (medpacks, stims, adrenals, flasks) and implants.
Cybertech: Earpieces, droid parts, clothing mods for all types of clothing, consumable grenades, spaceship components and vehicles.
Synthweaving: Strength and Willpower armour.
Archaeology - Artifice and Synthweaving.
Bioanalysis - Biochem.
Scavenging - Armstech and Armormech.
Slicing - Provides only credits.
Diplomacy - Medical equipment for Biochem.
Investigation - Research Compounds for Armstech.
Treasure Hunting - Gemstones for Artifice.
Underworld Trading - Metals and Cloths for Armormech, Cybertech and Synthweaving.
Upon reaching level 10 and completing your Origin world; you will be prompted to visit the Fleet for your respective faction, at this point you can choose your crafting skills.
You can pick three crafting skills, which can be seen in the chart above. You may only choose three skills, of that three you can only have one crafting skill, one mission skill and a gathering skill. You may however, have one crafting skill and two gathering skills, or one crafting skill and two mission skills. Mission Skills however, require a lot of credits to level up, so it is generally better for your first character that you take two gathering skills with a crafting skill until you reach level 50. One suggestion would be to take Slicing with your chosen crafting skill and the gathering skill that accompanies it. Slicing only gives you credits, so this is a good money maker until you reach level 50.
All companions (except for the ship droid) have bonuses to 2 professions. +Efficiency reduces the time it takes to complete missions by a percentage and +Critical increases the likelihood of getting a critical craft or acquiring artifact quality crafting materials from mission-based professions. Maximum Efficiency bonus is +15% craft/gather speed and Critical is +2% on missions and +5% on crafting. Missions have a 20% crit chance base, and crafting is 5% base.
Cheap - Grey Border
Standard - White Border
Premium - Green Border
Prototype - Blue Border
Artifact - Purple Border
Legendary - Orange Border
Legacy - Pale Yellow Border
There are seven types of mods in game: Armouring, Augments, Barrels, Colour Crystals, Enhancements and Hilts.
There are two types of modifiable items: Custom and Modifiable.
On Custom items, Hilts and Barrels control the primary rating (damage range, force or tech power) of weapons and Armouring provides the rating (armour value) to armour. These mods will also provide a large chunk of primary stats and endurance to an item.
Modifiable items have static values for their armour, damage values, and force/tech power as well as a large chunk of endurance and the items primary stat. This emulates the function of Hilts, Barrels and Armouring, so those types of mod slots are absent from the items. This effectively "locks" a modifiable item into a certain rating.
Modifiable items are currently all high level epic items in order to prevent players from simply taking the hilt/barrel/armouring out of their gear and selling them to other players as they upgrade their raid gear. This seriously impinges on the "customization" aspect of the mod system, but is needed so raiding never becomes devalued as a way of acquiring gear.
Mods and Enhancements are on every modifiable and custom item in game and provide primary and secondary stats, depending on which type is placed into an item. Mods provide primary stats and endurance, and can give secondary stats as well. No Enhancements provide primary stats, and all provide +Endurance and 1-2 secondary stats (no low level enhancements give secondary stats).
Colour Crystals are on every weapon in the game (custom, modifiable or otherwise) provided it is not exclusively an off-hand, off-hand weapons & blasters do still have colour crystals. Colour crystals can provide Endurance, Power, and Crit for stats and will change the colour of the lightsaber blade or projectiles fired.
For a fee, all modifications can be removed from items, allowing you to change the cosmetics of an item. This is mostly useful if you can buy an off-hand item to upgrade your main weapon (both would need to be fully modifiable for this.)
You are only able to reverse engineer equipment similar to ones you can craft and the overall quality of the equipment determines what kind of items you get from it, although you always get crafting materials. Generally speaking, you should never attempt to reverse engineer anything you cannot craft. You can reverse engineer anything you can craft with your crafting skill, except spaceship parts and mounts.
The main reason reverse engineering exists is to learn how to make better crafted items. When you reverse engineer an item that you can craft, learnt from trainers or schematics, there is a chance you will learn to make a better version of the same item both in rarity and power. This is done through a prefix system that determines a static property being added to whatever item you reverse engineered.
Lets say you reverse engineered a Premium Blaster Pistol and learned how to make a Prototype Commander's Blaster Pistol.
"Commander" is a prefix that adds +Presence to the item. If you don't like the prefix you got, you can just reverse engineer more Premium Blaster Pistols until you get something you do want, like "Overloaded" (+power) or "Critical" (+crit rating). Now that you can make a Prototype Commander's Blaster Pistol, you can now reverse engineer that to learn an Artifact quality version. This artifact version will have a new prefix that is unrelated to the premium version, but will give 2 stats instead of just one.
Step 1: Premium version. Learned from trainers.
Step 2: Prototype version. Has improved base stats (high rating) in addition to a prefix for more stats.
Step 3: Artifact version. Has improved base stats (even higher rating) in addition to a double-stat prefix.
You can also "crit" all of these crafts which will add an augment slot. Critical crafts also have a higher probability when reverse engineered of learning better crafting schematics. Unless you fill the augment slot, critical crafts gain nothing on their own except the improved reverse engineering chance.
Augmentation slots are found on critically crafted items, and are effectively a free bonus slot. Anything crafted can have an augmentation slot, even if the item cannot be modified in any other way.
I adapted and corrected the above information as well as replacing some World of Warcraft terminology with the correct Star Wars The Old Republic terminology from this post on Reddit.