I don't want to say you don't have a point, but looking at it from the perspective of the people trying to keep making money by keeping more people subscribed to the game you can see why they will never decouple raiding from crafting as you suggest:
Way more people play the game for "end-game" content than play simply to enjoy crafting. And really, splitting it in that binary of a fashion is inaccurate anyway. Many people enjoy both. Now, if I can invest even significant amounts of time, say twice as much as I might invest in downing a single Operations boss, in order to get a raid drop equivalent crafted item made, where is the incentive to go raiding? I'll kill bosses and then be done with them. Once I've downed the last boss in the Eternity Vault, I will never set foot in there again. Why risk the perils of RNG on drops when I can simply have a crafter (who can now be level 1, since the materials he needs are not tied to anything level relevant) whip up a new chest piece that is just as effective?
By allowing crafters to make equivalent items to raid drops without setting foot in raids, you will severely diminish the amount of participation in raid content.
I would argue that the bigger problem is that it sounds like top tier crafted gear *ALL* requires raid drops. I like how they handled it in WoW where there was heroic instance (flashpoint) equivalent gear that could be crafted, but raid drops were a step above that. PvP gear needs to be equally time consuming to get so that it isn't viewed as "the easy alternative" to crafted or raid gear. These things must all be carefully balanced. From what I'm hearing, either that hasn't happened, or people are not being able to easily distinguish quality of various gear sets.