@ popps - I won't try to explain to you how economics/business/supply&demand/bartering work because I honestly feel like that would be lost on you That said, surely you understand the basics since I'm assuming you go out in the real world and buy things.
Even in the situation you are trying to claim (someone ONLY has a crafter) what you are saying doesn't hold weight.
Let's take feudal grips recipe as an example. I'm only a crafter and cannot go into Doom to get the recipe. Your argument is that "it's not fair that a crafter has to pay for the recipe and can't get it by crafting".
WHY would someone want the recipe to make the gloves in the first place? It can't be because they are going to use them because you said they didn't have a fighter, right? They want to sell them, but why do they want to sell them? Perhaps because they sell for a pretty penny? **More on this later. But ok make sense and brings up the next question.
HOW is this person, without a fighter, going to get the gloves of nobility AND Dark Father blood? They can't obtain them as a crafter by making them because they don't have a fighter, right? I guess they have to buy them at market price?
Which brings up the crux of the entire argument.
Surely you understand that as a fighter, they have an opportunity cost to get those items for others that want what they can get... It's not worth it to the average person to spend days/weeks working Doom so that they can get the materials to sell to some crafter for pennies on the dollar when they could do something else instead (for more money or pleasure).
I'm assuming you understand that. So.... circling back to making that pretty penny... this crafter cannot expect to buy these materials which only come from fighting (doesn't include the recipe) for chump change only to turn around and sell the final product for 100000% markup. This might happen once or twice if they get lucky but that is not how the market works; it will quickly normalize when others see the opportunity.
My own personal experience, last year while waiting for new content I decided to revamp my warriors suit and I wanted the feudal grips (I had a pair of gauntlets sitting in a chest), so I bought the recipe off a vendor. After i saw how much the grips were actually selling for I decided to sell those grips I made instead for a profit. At that point I saw the opportunity and I just started buying the gloves of nobility (since I had the recipe now) and just making the grips and marking them 20-30m over what I paid for the gloves of nobility. I made a good amount doing this and it required 10x less time than ever going to Doom. Even though I hadn't step foot into Doom for a split second (ie didn't use a fighter), I was able to buy the recipe & the materials and still came out on top after making a handful of sets AND was able to keep a pair myself for essentially no cost at that point.
To bring this thing full circle, the entire point here is that when we are talking about recipes that require materials acquired from fighting, I don't think you have a valid argument whining about obtaining the recipes from fighting by saying "not all people have fighters" (aside from the fact that your claim is pretty inaccurate) because crafters will still have the ability to buy the recipes for X price and make back that money by doing what a pure crafter does... making gear to sell. You don't have a leg to stand on trying to claim crafters are some type of victim by making the recipes (to create artifacts using artifacts) attainable by fighting. So please just stop already.
###Sorry all for the novel but to break it down I think it was needed.
It is a possibility that the reason for conceiving such mechanics, that is, for crafters having to purchase from fighters and for fighters to purchase from crafters, might have been that of promoting players to players interactions...
The problem is, though, that as often it happens between what the game's Designes think as mechanics and what players actually do in their games, players, at least to my viewing, ended up behaving quite differently thus screwing up the attempt to promote players to players interactions with those mechanics....
While initially, for some time, it might have happened that Fighters were to sell those Recipes and materials needed to Crafters, and viceversa that Crafters where to sell to Fighters the items crafted, eventually, players came up with the thought that they could bypass all that buying by developing for Crafters a Fighter, and for Fighters a Crafter, and thus become self sufficient in their respective needs....
And this, eventually, killed the market, Crafters no longer had buyers for the items that they could make, and Fighters no longer needed Crafters to make them items as they had their own....
Eventually, also newcomers to the game not having a Fighter (if Crafters) or a Crafter (if Fighters) would have problems because the Veteran players who already had self sufficiency, would see little reasons to farm those spawns for Recipes or materials to sell to the few newcomers' Crafters (low chances at a sale given the decrease of the players' base) besides the fact that prices, due to the rampant inflation notorious in UO, where sky high thus not making it much viable nor economically logical for new coming Crafters to want to buy those few Recipes that occasionally could show up for sale...
So, at least as I see it, while the goal might have been a good one for these mechanics, that of promoting players to players interactions in between Crafters and Fighters, it ended up clashing against players' behaviour which was aimed at cutting out the need to purchase from others and obtain respective self sufficiency for Crafters and Fighters alike, but losing the broader picture that, in doing so, basically Crafting, intended as a Service to fellow players, would die out....
Add to that, the fact that not only, at least to my opinion, not really effective changes to the "status quo" of these mechanics where put in over the Years to counter the Crafting downwarding trend, and the fact that, to keep players' interest focused in the game, better and stronger items where increasingly introduced over the Years as loot (the so-called itemization of Ultima Online...), and this pretty much killed Crafting as a Service to others in Ultima Online by good....
Those players who played the early Years of Ultima Online, if they compare what Crafting was back then, how thriving and lively it was, and what it now is, might understand better what I am trying to point out......