What games stand out in that regard?
I'm somewhat familiar with the FFXIV system, which I've heard is basically the Everquest 2 system:
*Durability - Durability is the number of steps you can take when you're crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, and some abilities can reduce the consumption or restore durability. Your crafting session ends when the durability of the item hits 0. If the progress has not reached 100% at that time, your synthesis fails and you lose some or all of the crafting materials. The starting Durability varies depending on the item. Items used mainly for further crafting (such as leather, bars of metal, cloth etc) usually have 40 points, equipment pieces have 60 or more.
*Progress - Progress is the measurement towards the completion of the item. You successfully craft an item when the progress bar becomes full. If you fail to reach the maximum progress before the durability reaches 0, your synthesis of the item fails and you lose some or all of the crafting materials. No further actions can be taken after the progress bar is filled, regardless of CP or Durability remaining. The higher your Craftsmanship stat, the more progress is made with most actions if successful.
*Quality - Quality is the probability that the item you're making will be a High Quality (HQ) item. You can increase Quality % by performing certain crafting actions and by initiating the synthesis using HQ ingredients. Quality is dictated by the attribute Control. The higher the % reached the more experience will be gained from the crafting as well. Not all items have a HQ version however. Using HQ crafting materials also affects the % that the item starts with.
*CP - CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities according to the indicated number on the ability icon. If the CP cost of a crafting ability is greater than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft. A few abilities can restore CP during the crafting process under the right condition.
*Condition - Condition is visible just below durability and is visually apparent on the glowing ball of energy that represents the item. The condition of the item only effects the increase in quality of the item from touch commands. Each action or "step" taken in the crafting process can change this condition, and other than Normal these always last for only one step. There are four conditions:
Excellent - Gives a large bonus to the efficiency of touch commands. The glowing ball rapidly changes colors. This has a 10% chance of occurring but will not happen after an Excellent, Good, or Poor condition.
--Good - Gives a minor bonus to the efficiency of touch commands. The glowing ball is a orange red. This has a 25% chance of occurring, but can not happen after a good, excellent, or poor status.
--Normal - Efficiency of touch commands remains as stated. The glowing ball is white. Every synthesis starts on this.
Poor - Gives a minor demerit to the efficiency of touch commands. The glowing ball is purple and black. This always and only occurs on the step after Excellent.
The goal of the process is to get the highest quality possible and complete the progression of the item before the durability reaches zero. Success means the item is crafted, but failure means a loss of materials (some materials can be salvaged randomly). High quality items have higher stats where applicable, affect the base quality if used in further crafting and double the rewards when turned in for Tradecraft leves, Grand Company supply dailies and Ecatl Nine Delivery. Class quests and most story quests do not take quality of the item into account, although some quests (particularly crafting and gathering class quests and Ecatl Nine dailies) will explicitly demand HQ items.