Me and a friend noticed that there is an aspect missing from the crafting rules that appears in the pre-printed items. This may be by design as it turned out to break the crafting system but I was curious on your guys's thoughts.
The only way to get negative qualities to a weapon is to get no advantage at all. The result of this is a standard template with only negative qualities. This make total sense to me if you are in a situation that what you craft is what you get but in a day to day game there is no reason to keep hold of that item. Just do your best to re-sell it and get back what money you can.
Pre-printed items however frequently use downsides to off set bonuses. Yeah that giant beet'n stick is a monster but you need a heafty brawn to use it properly. Yeah, that rifle tosses down 11 damage before mods but it may blow up at any moment. So that got me wondering if anyone had considered a trading system. You successfully complete your item but can add threat to gain an equal amount of advantage. Or to have threat and advantage not cancel each other out, roll 2 threat and 2 advantage and you and gm both get to spend points. Or perhaps that is what you could use those wasted extra hits for. Each hit lets you buy one advantage and one threat. Something along those lines.