For example you can add loot to data site or another locations, some skins are more rare than others.
And theses skin are applicable only on manufacture process, that means you buy it with that base skin on market, and, price will adapt depending the skin rarity and demand.
I think default skin system should be like that but I understand it’s better for you to apply them directly anywhere that’s why it’s better to add new type of skins.
Idea of skins is to print money for CCP without any p2w effect into a game. CCP would never make skins part of industry since this will remove source of income.
And by removing skins from NES over time CCP make them good investment over time since skins that cant be bought anymore have huge value on market.
SKINs that you “consume” in game to tie to your character are considered “licenses to use” - it does not make sense to “craft” a license. You are not whipping out spray paint whenever you change SKINs - this is why it requires no fees, no consumable items, and why SKINs can even be changed in space.
There is no benefit to changing this. It does not solve a problem or make the game more interesting to make a parallel SKIN system to give you the same product but that doesn’t follow a license model.