This change blew
, past tense, last year...
Cybertech makes re-usable grenades, can only use 1 per cooldown even if made them all. The use of them is fairly useless as far as it goes.
Cybertech & Artifice can make the end-game armourings/mods/enhancements if they've managed to get the recipy, they aren't useless & are in great demand.
Armstech makes gun type weapons of lower quality that are lessor then tionese. Utter crap.
But the end-game barrels they can craft after REing a drop from an Op/GTN aren't.
The ONLY one that is actually useful endgame is Biochem. Everything else is pretty much worthless as it goes for their *rakata* quality speciality..
Everything else can craft the end-game gear from Ops, with the exception of Armourmech & Synthweaver & they can make Augment kits which sell fairly well.
Far as making money only 1 craft endgame makes something wanted and needed without having some RE'd top quality item. That is Biochem. You sell medpacs, you sell stims, people are always buying. However its not the crafts problem so many choose it and craft to compete on market prices. Its because Biochem is so very useful above any others. Hence why it actually needs a nerf.
Yet those stabilizers and such are the real cost of why its expensive.
Stabilisers aren't expensive if you RE WH or BH gear for them. The real cost is in getting the schematic in the first place, either by playing through the HM Ops to get the item & then have a 20% (?) chance to get the schematic or by buying them from the GTN & having a % chance to get the schematic.
The profit is in the craft "fee" for those with the materials and thats only big because few on many servers can make them.
On Red Eclipse, there are quite a few who can craft the 150 rated gear & they don't generally charge a fee because, as you say, they're hoping for a crit to be able to sell the second item for ~1-2 million to recover the cost (in either time or credits) of getting the schematic in the first place.