More from the devs ...
CREWSKILLS IN PATCH 1.2
ARMORMECH: Characters with the Armormech profession will now be able to learn Aim, Cunning, Shield and Absorb augments schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.
Armormech crafters may now reverse engineer almost any modifiable outfit into an empty custom (orange) shell of the same name and appearance, which may now gain an augment slot when crafted with critical success.
ARMSTECH: Characters with the Armstech profession will now be able to learn Endurance, Surge, Critical, Accuracy and Power augment schematics, which may be reverse engineered for a chance to research their prototype and artifact variants.
We have also added new schematics to create custom (orange) ranged weapons to the profession and enabled the reverse engineering and researching of vibroknife and shotgun variations. As with Armormech, a critical success while creating a custom weapon may yield an additional augment slot.
ARTIFICE: As alluded to in a previous blog post, color crystals are seeing some change in Game Update 1.2. We want players to be able to choose their weapon color without having to worry about stats. To this end, we are introducing top-end crystals for all available colors to the game.
Lack of schematics is one of the major concerns we've heard from the community. To address this, we are adding a large number of schematics to the game. This includes elder game crystals as powerful as those found currently found through the highest level of Operations, as well as +Power crystals of various colors.
We have also added mid-level and end game schematics for the creation of the prestigious magenta crystal to the game along with a new exploration activity chain for obtaining them. All magenta crystal schematics have been changed so they can be freely traded via the Galactic Trade Network.
Artifice is also the first profession to gain some dedicated PvP crafting. Players may earn crystal schematics of various colors via PvP, making it the only profession able to create items that offer a permanent expertise bonus at this time. The required materials for these crystals will also be obtained through PvP, creating a closed loop for those players that prefer to only engage in Player versus Player conflict.
Finally, Artificers are now able to create willpower based shields for Sith Assassin and Jedi Shadow tanks and, while crafting Enhancements, gain a bonus item on a successful critical.
BIOCHEM: With BioChem being in a fairly good spot already, we are not making any major changes to the profession at this time. Some minor changes include producing an additional implant on a crafting critical, reclassifying 'Red Goo' as a Grade 6 Biochemical compound via Bioanalysis Missions and a new, special recipe for the creation of delicious Ice-Scrabbler Jerky...
CYBERTECH: If your character has the Cybertech profession, you will now be able to sell any of the vehicles you create on the Galactic Trade Network, as we have removed their binding restrictions from the game.
A critical success while crafting grenades now results in double the number of grenades (which also had their cooldown reduced to 3 minutes to allow more frequent use), and a critical success when creating item modifications now yields an additional mod for your efforts.
SYNTHWEAVING: Players with the Synthweaving profession can now learn schematics allowing the creation of Strength, Willpower, Defense, Alacrity and Presence augments, which may be reverse engineered and researched into their prototype and artifact level variants. As with Armormech, a critical success crafting custom (orange) outfits will add an additional augment slot to the resulting item.
We have also added a number of additional light armor schematics and tweaked the material requirements for some custom (orange) outfits for better balance.
REVERSE ENGINEERING & RESEARCH: Reverse engineering has shown to be a surprisingly popular mechanic practiced by a large number of our players. With this update, the team has not only significantly increased the chances of successfully researching a new schematic through reverse engineering, but also improved the overall functionality of the reverse engineering system.
For example, you will now see a 'Research Available' indicator in item tooltips while in reverse engineering mode, indicating if a schematic can be researched from an item. The dreaded 'You already know this schematic' message when discovering an already known schematic is also a thing of the past. Instead, players now discover another available schematic in that case, leading to less frustrating and more predictable research advancement.
We have also added new content for both the leveling and end game:
Players with the appropriate professions are now able to reverse engineer random loot items and acquire materials from them - including Operations materials from end game items.
Reverse engineering and research is now available for tier 2 end game items (and will automatically happen if the player wins a 'disassemble' loot in a group).
Mods from tier 2 end game items may now be extracted and researched. However, Armorings that provide a set bonus can only be extracted. They do not yield research schematics.
Modifiable weapons and armor can now be reverse engineered and researched into empty, custom (orange) shells with the same name and appearance, adding a wide variety of new outfits to the game.
FULL BLOG IS HERE:
http://www.swtor.com/news/blog/20120320