Dirt bag can't be crafted which means you can't craft a planter you cannot craft a planter.
Also, the requirement for ores on the server is insane, considering we tried to stay away from farming mini-games, a lot within the crafting menu requires ores to create products. The list below details all these items:
high quality electronics,
gunpowder,
steel pieces,
weapon parts,
claw hammer,
crowbar, machete,
sledgehammer,
fire axe,
Fubar,
makeshift cleaning kit,
b-class weapon repair kit,
professional cleaning kit,
repair plate,
c-class weapon repair kit,
a safe,
equipment locker,
Brewing Station,
Upgraded Crafting Workbench,
Munitions Workbench,
Mechanical Workbench,
Chemistry Workbench,
Every gun
Fake CID creator,
Blank CID card,
Cartel lock breacher,
Any ammo.
Next is the sheer amount of adhesive needed to make everything. Adhesive at the moment was patched by collecting bones, which means people are actively searching for zombies or the combo of flour/vinegar. The thing is, to create adhesive, you REQUIRE adhesive to make the cooking pot.
The crafting system itself has a lot of dependants that require its own product to even be made. Previously, on V2, it was extremely grindy, but once you had everything you needed it would get a lot quicker. Now it's essentially being cockblocked by a number of items that require itself to even be made.
The main issue V2 had with crafting was getting guns etc was easy. Simple solution, just lock the guns behind a blueprint which must be obtained through rebel expos or events and make the rest for REGULAR citizens easier to grind for. I shouldn't need to go out, kill a zombie, hope I have a sharp object to cut it open for its bones, then cook the bones for me to then find someone who bought a cooking pot or had someone spawn it in, just for me to then cook my adhesive to then make my OWN cooking pot, so that in the future I don't need to go to someone else again. The crafting system at the moment looks like it's dependent on someone having functional lead over allowing people to get items through mini-games or events, but we don't have anyone on the server that is actively doing that for players who want to be naughty boys and girls.
Also, there's a difference between realism and functionality. Having SO many work benches that require only a few items to be made is really annoying and tedious. I suppose long term it makes sense, but if you require a designated zone to get ores to make items then you're going to be wondering where everyone is in a few weeks and see the 'mining' part of the server completely covered in people who aren't roleplaying, but instead just smashing lmb.
Cooking!
Cooking doesn't look like it's seen any major changes, but more items added was cool and adds to the flavour of it. Although, one tiny thing; seasoned meat does not use human meat. How am I supposed to feed a banquet to the CCA comprised of their fellow citizens flesh if I cannot season my human meat !!!
I think we would benefit from seeds being added to the loot pool somewhere though, like not trash bags but perhaps crates or another lootable such as being able to pick from specific bushes? This would open up a lot to those survivalist types of characters. For now, without a bartering menu, we can't see what is actually supplied by the server and what isn't. But preparing for times on the server when we don't have stores is a must also!
Cooking also does rely on a lot of adhesive, essentially every tool requires adhesive which is annoying. I like the options added however and I feel cooking is spicy now

!
Medicine!
I've not had a whole lot of time to play around with this. But on D1 it felt okay to craft. Though, again, I can imagine a fair bit of it is locked behind some specific adhesive or mining cockblock. The biggest issue is being unable to craft drugs in any capacity. The workbenches don't work etc. It needs an update in line with crafting to make it balanced, effective and able to be done by a player/group w/o the need for staff interference.
(Also yes I know you can create adhesive on the medicine chart w/o a cooking pot)
Overall. I think the attempt at making crafting grindier essentially made it useless. It doesn't work within its current state. If we want to limit how powerful rebels get, then it's simple to force them to use blueprints (which are currently already in the game). The rest should be brought back in line with where it was around V2. If you're interested in removing the grindset, then reward more for less. At the end of the day, we want people to roleplay more and grind scripts less. Find the balance between the two, but keeping guns locked away is a 1000% net positive. Remove ores imo, or the requirement for them. Instead they could just be used monetarily, like they were on V2. Or add an option for ores to make it easier to craft very specific items in bulk that would otherwise require a bunch of different pieces. For example, you could keep the gold crafting for advanced electrics, but instead it creates a bunch of them as you have a premium resource, and then another crafting schematic for advanced electrics that yields less but requires more shittier items.