^ While I agree, they could have done something with the logging sites we already have to find as part of the Skyhold upgrades. Perhaps each new logging site adds a different type of wood to a vendor or something. There are ways; it doesn't necessarily have to mean more farming.
On the topic, I think they should ditch the harvesting mechanic and instead focus on vendors offering better crafting materials and lower prices as you complete quests for them.
Minerals don't sprout from the ground like they do in DAI, it takes a complex process to make them usable even at surface mines instead of the PC literally yanking diggets out of the rock with his/her bare hands.
DA2 was better in this aspect, your PC just had to mark exploitable resources and merchants would all harvest the stuff while you focused on killing stuff and hoarding the money to pay them.
You can have legendary and high tier itens as quest rewards instead of praying for RNG to drop them over the next 50 tries.
In DAO we had crafting quests where you took rare materials to a master craftsman or smith and in return got brand new legendary items, this should be something special instead of a repetitive routine that feels like I am playing Harvest Moon for hours instead of fighting dragons.
In my opinion the crafting system should work as follows:
-PC finds resource center on the map (quarries, mines, logging stands, hunting grounds, etc...) and marks it.
-Merchants start selling that resource for gold and operations are unlocked to gather that resource at the cost of time.
-You can spend influence to lower the cost of purchased goods and spend coin on upgrades to speed up gathering and increase returns.
-You can craft masterwork materials by conocting alchemical potions and imbuing them on the material.
EX: By treating 10 pieces of tier 3 clothing with 3 lyrium potions it provides one masterpiece granting +30 magic upon kill, by treating them with 3 regeneration potions it grants a masterpiece with 10% of chance to heal for half health upon dying, by treating 10 pieces of tier 3 leather with 3 regeneration potions it grants 1% health upon hit.
-Instead of relying upon RNG and specific items for 10% stats increase we should be able to pay the smith like we did in DAO to obtain beffed up armor.
EX: You pay 10000 gold for a 10% increase, 30000 gold for a 30% increase and 50000 gold for a 50% increase with all prices affected by price reducing perks.
-All crafted items can be sold by at least 75% of the value spent on their creation with the possibility of reaching 100% with commercial boosting perks.