The modifier isn’t truly the point. The game NEEDS to reward players for doing tedious and repetitive tasks. I’ll suggest some alternative ways to do once I explain why it’s important to provide this random element. Remember that the video discussed how giving a reward at the completion of a task each time is not very effective, yet adding an unpredictable reward is highly effective.
Think back to the example of pushing a button in a factory as opposed to sitting in front of a slot machine (that example starts at about 1:32 in the video). The reason that people would prefer to gamble rather than perform an “equally strenuous task with a regular payout and higher net profit” is because it is considered more fun.
A job merely gives you what you worked for. You push button; you get crafted item. Playing a game should not be a job or a chore. However, a random reward such as an unexpected modifier, gives the player a little punch to the pleasure center of their brain. It gives them an unexpected “win.” It goes beyond push button get modifier. It becomes push button, what might I get now? See how it sets up anticipation for the result rather than let the player simply sit there long enough to get a result?
If you need further proof that beyond all reason this method works, look at the trend in MMOs of providing gamble boxes of gear to players, especially those that cost real money. Now don’t get me wrong, I wish those things would be banished to the deepest, darkest recess of the gaming abyss never to return, but we all know they work. Even though the odds usually not in the player’s favor, players continue to buy and gamble on these things. Why? Because whether or not the player gets what they want, the box sets up the “will it, won’t it?” anticipation. Further, given enough tries it will at some point randomly reward the player with what they want or something even better.
This method is tried and true. When used to help players along rather than exploit players, it can help take some of the sting out of repetitive tasks.
Now to alternatives, if it’s the modifier itself that bothers you. The same effect can be achieved in other ways to varying degrees of effectiveness. Along with the fact that rare items have various little buffs, in Wurm Online, rare items also have a shimming visual effect. Visual effects, like those attached to spells, could also provide a “reward” and be sought after by players. You’d be surprised how in demand shiny only can be. However, I can see how visual effects applied to items, like smoke or shiny particles being added to a well-crafted bowl of food, can cause needless lag.
Another option would be a visual effect on the screen or sound effects. Also in Wurm, when a player gets a rare roll which gives the chance to get rare items, there is a green swirl on the screen and drum roll. Some people live for that drum roll. However, while these are great cues, if they don’t actually do anything they will quickly be ignored. So far, modifers are a better deal. However, there is one last option I can think of, though I don’t know if it will work with PS crafting.
One final option is an in-the-zone crafting buff. After a random amount of crafting, the player receives a buff which speeds up the time it takes to crafts items for some duration of time. Now I think that will help, but I’m not sure if you can buff the player to get the tools to work faster just for them. I admittedly don’t know how the programing works for that.
However, one way or another, the game NEEDS to reward the player for doing those repetitive tasks. Consider that combat already has its version of what I suggest in loot drops. It works.
Speaking about rewards, some of you may not know we have recently implemented "daily" quests.
These quests can be taken every X hour of play, adapt to the player's level (ask different tasks based on what the player can do) and reward the player with experience, money AND a skill point. Yes a skill point.
This means, for example, that rising your cooking skill no longer requires the player to grind for hours to practice the skill (players can still do it if they wish, of course) but there is the option to go in game, and ICly quest to raise your competence every once in a while (e.g. Sorry buddy, I'm busy helping Harnquist produce 20 maces for the BD fortress).
Now I do know about the daily quests as I read Ven’s post on it, I think. I haven’t done one, since it’s been forever since I did Harn’s apple quest, but what I’m hoping you’ve implemented something like the jobs system in Mabinogi.

That would be very good for the game as it would allow the gameplay mechanics and RP to harmonize rather than conflict as it does in most games.
So why isn't everything done yet? Simply put: time and manpower.
However the good news is everyone with a bit of creativity, a bit of time and the will to help can help us. Coding, syntax etc. is not even required. We already have a technical format ready to fill in.
Alright... since you didn't say it, I'm going to keep poking. *poke* What "technical format"? Where?

That reminds me, I need to dig up the documents I had made on cooking transformations. I was working on some for Tua. My health took its first big tumble, and I wasn't able to complete my second round. If I can find those papers, I may be able to pick up where I left off with some help as to what the cooking books say now.