So, as someone with maxxed Biochem and Synthweaving, I look at it this way -
Synthweaving requires Archaeology and Underworld Trading.
Archaeology and Underworld Trading give me:
- the ability to craft things I can sell or use or RE.
- companion gifts I can sell or use.
- 5 types of mats I can sell or use.
- the ability to farm 3 types of those mats out in the world instead of spend money on missions.
- (a chance at) schematics I can sell or use.
Slicing gives me:
- 1 type of mat I can maybe use and can only get by paying for the missions. (no farming. no RE)
- the ability to slice lockboxes out in the world.
- (a chance at) missions/schematics I can maybe use, or sell.
To me, this is why Slicing isn't a typical gathering skill. It's still thoroughly one-dimensional as far as "gathering skills" go. While Treasure Hunting and Diplomacy aren't too much better, they at least have Companion Gifts and tie directly to a crafting skill. One could drop lockbox missions from TH and I doubt anyone would care. Losing lockbox missions in Slicing, though? *insert slide whistle noise here*
Meanwhile, if I have Slicing, and I am also a crafter, I have to buy the mats of whichever gathering skill I don't have, reducing the potential profit from selling whatever items I craft. Even with the changes to augments, there's no sound reason for crafters to pick up this gathering skill. Lockbox returns, at least, make up for the potential need to buy mats in order to craft things.
With such dismal returns on lockboxes, there's much less incentive to bother running those missions. As it is, they could have just dumped augment mat missions into Underworld Trading or Treasure Hunting, shoveling Companion Gifts missions into some other existing gathering skill, leaving the augment crafting up to the professions that use UWT or TH, while putting sellable Wealthy Yield crafting missions in, say, Diplomacy, since the light/darkside points thing is what it is, and dropped Slicing from the game entirely.
My experience in MMOs is that devs don't like things taking up space that people don't use. The fact that they changed augments and bothered to include Slicing in this change makes me think they do still want Slicing around and to be used.
Given how homeless it remains, though, despite the change... unless the augment market can actually stand on its own like Armoring/Modifications/Enhancements (...heh), and I'm not holding out hope on this simply because augment slots aren't guaranteed like the other three and augment crafters can cushion the price of buying augment mats by REing their augments, Slicing should at least be able to break even on normal Lockbox missions, as opposed to being the 50% or greater loss my returns have been today on average. If only to give them (and, therefor, Slicing) more of a purpose.
Aaaand they shouldn't nerf things without a line of text in the patch notes, if that is actually what this is.