Concept: give the player the ability to accomplish what thralls are able to, the trade off being attribute allocation (essentially making them home bound.) and also requiring that they stay in station for the duration of crafting.
Application: the player gives attribute points to the craftsman skill tree, Individual points grant increased crafting speed, where perks offer the benefits of resource reduction, or possibly higher quality weapons and armor.
Use: the player enters a crafting station and selects that they want to work in the station, (simple command prompt) this then applies the craftsman benefits to the station (exactly like adding a thrall). The player selects their build que, and is required to stay working in the station for the duration of the build, leaving station will immediately clear the build que.
Benefits: although thrall acquisition is a great game mechanic, it is one on hostile PVP servers can be borderline impossible due to player interference. Additionally, a single raid can not only set you back in repair times, but weeks of thrall farming, allowing a server to become imbalanced very quickly, this gives new players the ability to compete, but leaves alpha clans the ability to horde high level thralls and run crafting stations simultaneously, thus still making thrall farming a very attractive feature, I would also suggest that flawless variants NOT be a feat, therefore further motivating that Named crafting thralls will always be in demand. Also Any warrior or archers will be uneffected, and always in demand.