What Joe is trying to say is that the time requirements for crafting runs counter to how CoA "normally" treats character lifespans.
It does take quite a while for players to get into even basic crafting disciplines. The beginning especially is some of the most disheartening of the process, and gives a very terrible first impression.
There's a couple ways to tweak this. My personal favorite is tweaking the Crafting XP required to level up at least for the first few levels to make it easier to advance through those levels. Those first few 10% bonuses are absolutely crucial to making even the most basic items, and making the start easier while maintaining advancement for the later levels would definitely help PCs break into crafting in a more reliable way. Ideally the first 2-3 levels should be MUCH easier, needing at least 100 less Crafting XP per level to advance. Because I'm not totally sure how this would be edited I don't know how easy or hard it is but subtracting 100xp required from every available crafting level means it affects the higher tiers less (because xp required does not appear to be linear, anecdotally) but makes it much easier to get those first few levels under your belt.
There's other methods. Decreasing DCs across the board by editing the formula would help with less wasted resources and time in the beginning, while still maintaining that advancement. I think (And correct me if I am wrong) the formula would go from looking something like this
int nEffDC = (((11 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
To something like this
int nEffDC = (((9 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
This decreases the DCs by 2 for everything, giving players a 10% boost right off the bat. It's possible that enacting both these solutions is the right call, but it might be better to just try one and see how that affects it.