I know we all see the benefit of the reduced crafting times but there is a point here about XP.
XP is tied to time. In a gathering situation I can gather X materials in X amount of time and balance the exp based on the high end and low end.
Crafting XP is likely thought of in the same way. X item takes X time to craft so the XP bonus should be higher since it is clogging up your machine for use.
Removing XP completely from crafting would impact merchants who only get XP from crafting (some do, I know others gather their own supplies). If you want to be a merchant you can buy low, sell high and craft items using items you bought cheaply. Going store to store takes time…but there is no XP for doing what they are doing except the crafting experience.
I also understand that there is a difference between setting up a queue of 30 and then logging off and getting the xp 8 hours latter vs just hitting a macro and auto crafting 30000000 of it now. True you gathered those materials…but even with the workbench process (which btw is not even the best exp to exploit) you need to setup the workbenches and go manually one to the next to get it all setup. Doing so is a lengthy process and I have let my rock build up because I don’t want to do it (even with a macro) because it is a process.
I think a safe (and good) compromise would be:
Make single crafts - either NO EXP or very LOW EXP but instant
Bulk Crafts / Mass Crafts just have their times looked at to see if they could be lowered a little bit but keep their XP
That would give us crafting access now…and keep exp in the game for those who are crafters.
(just my 2 cents)