I really like what you are trying to do with the craftmen. Token cards really fit their theme, although I would like for them to trigger from something else than the character just entering the game, as that doesn't scream "craftmanship" to me.
I'm not sure about the rules either. Tokens in other games use to come in play to avoid extra complications. I understand that you want to give some additional layer of complexity, but maybe it could be done differently? Also, like others have pointed out, you could end up with the 6 tokens in your hand with some enter play shennanigans in one round, so I don't know if a limit should be included.
My options would be something like this (note that I changed the "token" tag to a "crafted" tag to avoid confusing them to the progress tokens I suggest using, but that's up to you):
The Rules:
Crafted cards are not part of your deck. Instead they are placed off to the side (crafting deck?). A token works just like a regular card except that if it ever leaves play it's removed from the game instead (or goes back to the sideboard/crafting deck).
OPTION A
You can then play with different triggered conditions. Some powerful tokens can require extra costs like exhausting the craftmen, or could require some triggering condition first (make them responses then) ala "Response: After Nonamed Craftman attacks and destroys an enemy, remove X progress tokens to put X number of crafted attachments/allies/sidequests into play." or "Response: After No-named Craftman commits to the quest, remove 1 progress token to play a Crafted trap attachment on the active location".
You can also limit the number of tokens that enter play each round buy putting a limit on the actions to keep them balanced.
OPTION B
Gain progress tokens activelly.
This option can be more flexible as you can decide when and how your craftmen get their tokens, but the text can become more cumbersome.
Either way, I'm looking forward to whatever this ends up.