Context, I have 4 classes at or above 25 and every class at 10 to 15, so all ascensions. I've played through NG+1 but +2 is psychotic so I can't be bothered to go further.
Deterministic farming and crafting are really cool in this game. Being able to do trinket runs to citadel entrance skip to get crafting materials is cool and allows for pretty flexible crafting. The prefix/suffix crafting also feels really good, and allows turning and good base type into the desired gear.
Getting blueprints is kind of troublesome, and the best method is running Forest 1/2/3 with the farsight architect modifer. Blueprints spawn in the same location as resource caches, and these 3 floors have no hidden side areas and most spawns are along the run. Took about 4 or 5 hours to get 75% or more of the blueprints. This is a bit too excessive for most people playing, so it would be nice if we had an architect modifier that increased the reliability in getting blueprints during normal runs. Perhaps like material mania where instead of getting resources they're replaced with blueprints. No one else I've played with is willing to be spastic and farming forest 1/2/3 for 5 hours so they can craft gear.
The attunement system for trinkets is kind of neat, but it has two major problems. The first being that trinkets are shared with your class points and weapon mastery points. The second being that there is no way to start with said trinket so spending guaranteed sources of power on theoretical pickups feels really bad. If either of these things was different they would feel a lot better. My personal suggestion would be to allow us to tune to the trinket an additional time to start with it on a run, or let us pick a few of each to start with. Perhaps make trinket attunements take the same blue/red shards that crafting and some town upgrades require instead of class points. As it is now, the attunement system is mostly ignored by everyone except for 2 or 3 extremely powerful ones, but it just feels miserable investing in them to never see them.