Eh...honestly, if you have someone with high enough thievery (like 3 or 4 in act 1 or 5+ in act 2 forward) then you will have an excess of money at all times. I've found the gear crafted this to be largely terrible, as none of it never has bonus stats, and those bonus stats can put the lower level item above the crafted one. For example, at level 5, you might get a wand that gives +1 int and a rune slot which you throw a small rune in, in sum total giving yourself ~12% more damage on a 5-7 damage wand. Then a level 7 wand doing 7-9 damage is a negligible damage increase for autoattacks, and by switching you lose out on the +1 int bonus. Later on it gets even worse - a level 14 dagger might have 40 damage, +1 finesse and +2 dual wielding. 15% of 40 is 6 damage and 2% dodge, and a crafted level 16 weapon will have ~46 damage with no stat bonuses. Oh and the level 14 item probably has a gem slot and special procs...if the crafting system let you add in say, elemental essences or other rare ingredients to increase the effectiveness of the weapon, crafting them would be more useful. As a sidenote though: Often making these weapons then selling them nets you more gold than just selling the ingredients.