Well, booted up the game for some crafting testing. Didn't notice it was patched friday, so some observations (when did that get added?) are already answered, but I keep them in anyway.
My personal feel on crafting in most games is... that it sucks. They best crafting I have seen was in Baldur's Gate and it's expansion. In that game crafting was finding unique items in the world, bring them to a NPC, pay them, wait and return and you got yourself a crafted item.
It's the perfect form of "crafting" imo, since it doesn't force you to carry around 10 dead cats for crafting throughout the entire game just to notice they're never useful, or other such crap.
Most modern games however sadly think that's the way to go, and going around gathering 10 wood in piles to craft is fun (Witcher II, I'm looking at you). It's not that bad in D:OS fortunately, even if there are way more crates and items. Odd how that works. I guess it's because you find useful stuff too, while in the Witcher you got crap all around.
Then to compensate for having crafting and making it useful to players (which they often fail too) they make the most powerful gear the crafted gear. Resulting in the great situation that you fight "Satan, the Lord of Darkness" for 30minutes and the reward is worse than what a noob crafter can put together. Welcome to your modern game. I also see a lot of complains about this on D:OS, and now with testing I understand them. However if like me you didn't touch crafting throughout the entire game, it worked. Rewards for exploring aren't rendered usually instantly obsolete.
That's really the worst flaw of crafting IMO. Making the best items from random stuff rather than "in the world" makes exploring, going around, and defeating legendary foes less fun and rewarding. And that's pretty important in RPG's.
So if you read this post, do so knowing I have the mindset that crafting is rotting the RPG genre from within, a sore best cut out. While D:OS has a pretty fancy system with a lot of options; this opinion is also true here. Most crafted stuff is bad. And the ones that aren't are instantly overpowered. No balance within.
Sadly I seem to be alone in this, since many RPG-forums and fanboards are always talking about the crafting and Kickstarter fans going about how they want crafting in as stretchgoals... No, no, noooooo!
Aaaaanyway, enough of that, let's move on to Divinity: Original Sin.
Took a long while to get all the stuff from the following post, and reading above how I "love" crafting I hope the devs hear it so I didn't do all this stuff for hours for nothing :p
This observation is made with version V1.0.107 (even if I didn't notice it was updated from .81 at all... Oops):
First some bugs I noticed;* Loading a save before entering the Garden, Zixzak was gone, and at the entrance welcomed me again, repeating the dialogue of having to go to the Garden (everytime I go to the End of Time too). He should probably stick near the Garden instead.
* Identified (known effect) food items will get unidentified and can no longer be identified upon a map-change (Cyseal-Luculla for example, not Cyseal-Cyseal underground tunnels). Saving+Reloading restores the proper values, but they will dissapear again on another map-change.
* The fire infront of the mill in Hunter's Edge also generates an in-inventory mobile kitchen rather than the proper item construction.
Observation;
* I suddenly see teleporter destinations on the map, sneaky... when did that sneakily get added in? Same for "crafting skill not enough" being infront of the UI. Nice!
Crafting;* Still a bit odd cup of tea and cup of water have weight but other cup items (apple juice, milk, milk and honey, orange juice) while their effects are even better to boot!
* Interesting how a mug lowers chance to get drunk while still being the same quantity (same hitpoints heal)
* Carrot should probably read +Sight 1.00 instead of 100 (simarly items and spells are also ingame, but I don't recall them)
* Many fish... but they all give the same boost? I recall eating one giving stats of all in beta, no longer here, so they would have gotten different bonusses. Guess not... *dissappointed*
* Some crafting combo's seem weird... Fish (intelligence) > dinner (strenght)? Most atleast do improve on their own statistics (like potato > boiled potato removing the penalty, both still constitution). Of course fish pie does retain the intelligence, but also the -1 speed...

(that making cheese bread elimates, but pizza has the same even if neither tomato nor tomato sauce has that)
* Yeah, edible ingredients really need a marker... paddo's I understand, but suddenly I could eat drudanae. Did not expect that!
* Cannot eat jellyroom mushroom. Seems like a bug... (also has no description). Looking at Fun with Fluids II, it seems it should have +5% air resistance.
* Increase *ingredient) stack limit to higher than 50? Got almost 2 stacks of all mushrooms (and even some I don't have 0 of actually :()
* Please allow blank spellbooks/bottle of swirling mud/starfish/nine inch nails/tormented soul/dyes/bonedust/pixie dust/PILLOWS(!!!!! even if there are 2 kind, nobody minds 2 stacks, they do manually having to rip open 100 pillows, especially with no knife on the ingredients tab)/soap/wooden figurines/stardust/moondust to stack!
* Also cooking pots if possible (might be less handy with it conversion to mobile kitchen...) but worth looking into!
* I got a fly agaric mushroom that's not with the others on 'type' and cannot be eaten! No idea where I picked it up though.
* skulls. Though I neatly noticed you can rotate them with the mousewheel. Shame you can't place them anywhere EVER as they will always display "not enough space" (except for the gigantic broad skull, which has a few rare places)
* Yeah, should probably really add that an item can be boosted once, not even upgrading with a more valuable pearl made the armor more valuable... huh...
* The Adventurer's Field Guide Volume XVII is written rather weird... it repeats information and seems like 2 entries into one. Probably could use some touchup.
* Isn't (magical) needle and thread *supposed* to be used up in creation? Seems rather weird to have it infinitely available for use. And doesn't explain why so many neeldes, threads and items to make them drop if they are like mortar & pestle, repair hammer or identifying glasses "you need one, never more"? (prob giving the needle back. Talking about that, the UI could use an update so it's allowed to show 2 endproducts, like woodparts and arrows shafts from axed wood, it only shows 1).
* Probably no need to mention 'Adventurer's Field Guide' or 'Fun with Fluids' etc. on every book you find. It really clutters up the recipe screen unnecessarily, and seeing how the title is above it (or if you read the book, seen before using) there's no loss at all getting rid of it!
* As someone else stated, it does appear the random loot system can't generate barrel lids for crafting. Wonder what other items are supposed to be there, but bugged out...
* A few potions lack "medium" and "large" indicators for their effects... noticed so far by me; Air, Earth, Intelligence, Poison Resistance. Also have 2 different poison and invisibilty potions, which differ with their icon. What's their difference? I have no clue, the description doesn't mention anything different. Longer duration? If so, it should be mentioned.
* Using Air Resistance on Earth Resistance (both 15%) gives the "craft" sound, but nothing happens (with low crafting), and also no error messages! However with higher crafting, no confirmation screen and it creates 2 empy potion flasks! Definitely doesn't looks WAI.
* For some reason using metal scraps on an anvil only allows you to make one pair of boots (despite how many you might have) unlike other options which allows you [amount of resources] items of your desire, which I accidentily use up all ingredients instead of one not paying attention. Which of the 2 is the intended behavior??? Should be one or the other, not both...
* I think a bucket of water should be able to be used with a bit more than 1 flour? Or else allow us to use the water barrel directly to the flour? Used the water barrel on empty bottles now (majorly increasing their weight) just to use on the flour to save time, can't be exactly the idea, or is it?
* Dough should probably be listed as ingredient *and* consumable (and thus appear in both tabs). Or if the mushroom mention below is in error, just consumables (rather than ingredients) as all it's combinates resort there as well. All other dough types too, and tomato sauce...
* Maradino's guide (found far in the begin at the bridge) mentions adding mushrooms to dough. This is not possible!
* Tusk changes into Magic Tooth instead of Magic Tusk. The appearance is still a tusk, and it's different from the Magic Tooth created from Tooth, so it's just a text error of wrong naming...
* Using Pixie dust on chicken foot and big chicken foot both shows it will give "chicken foot"... instead it gives "chicken foot" for chicken foot (it's a different item) and "Magical Big Chicken Foot" for Big Chicken Foot. Both magical feet lack the special magical icon other items do have...
* Sharp claw and claw will both generate the same "magical claw" when pixie dust is used on them...
* Doesn't seem you can create a ring or necklace from the magic antler/magic adult antler. Probably not intended.
* Rat Amulet and Long Tail Rat Amulet are the same statistical-wise, similar for the Rat Tail Ring/Long Rat Tail Ring... error!
* Both the "chicken feet" (the post-dixie dust one) and the "magical big chicken foot" create the same "chicken amulet" item.
* Can't use a Jeweller's Kit: Ring on the Magic Starfish.
* Pixie dust on any parchment/paper will only create blank witchcraft scrolls??? (which I seem to have found 0 of during my regular gameplay)
* Vampiric Touch scroll wont combine with blank Witchcraft book.
* It seems pearls will improve armorcost with a fixed amount (from my armor testing 1100). Oddly, this completely regards the cost of the pearl, it's the same for the 188 pearl (big gain) as it is for the 1180 pearl (which will net you a loss!). Definitely needs changing since what else are there about 6-8 different pearl-types around? (except to clutter inventory more apparently). Something's amiss there.
* Holy tormented soul power. Added +2 strength and +2 dexterity to the already powerful lvl 19 Hacksaw Decapitator. That's insane. Also noticed you can stack various boosts on an item (poison, wetstone, elemenals, etc.) and they will all stack nicely, but only the first boost will up the price, afterwards it's pricelocked. Suppose it's done to prevent things like using the grail to make an item insanely overpriced, but I think a better way would be just to limit boost types to 1x (since more it wont accept either), also somewhat mentioned above, and those properly increase price. Not that money is that much of an issue, of course, so it's not exactly top priority.
* As mentioned before, rubies are insanly overpowered. And kind of ruin the need for elemental elements, since they will counter each other. A ruby will be the equal of 4 of them, and they wont stack...
* Too many skulltypes, too many vialtypes (and that 50 stack limit :/). Not sure where I got the Empty Vial or that different looking vial (Oddly I don't think that icon is used anywhere ingame elsewhere. Odd, does look nice). Just look at this;