It's also worth noting that there is no real reason to houserule crafting even stronger. It's already considered by many to be the most potent path for games until like, 12-14 refresh.
Here's a quick view of why:
Crafter, lore 5, (thaumaturgy, specialization item use).
5 refinement (item power +3, item use +1 (to +2 total), wards complexity +1, wards control +1 (to keep skill columns right), 4 focus item slots)
for, -8 refresh
Now has 6 focus item slots, burns just 2 on an item to give +1 crafting power, +1 crafting use, turns the other 4 into 8 enchanted item slots.
Total crafted item bonuses: Item power +9, item uses 5 per slot, 8 slots.
If one of those is a shield bracelet (9 shift shield 5 times per session), one of those is armor (armor 4 5x per session), and 6 are potions, the character now has 6 spells that he can cast at whim, declaring whatever he wants as he needs it, that are 9 shifts of power. Sure, he's limited to that 6, but he can cast each 5 times, for a total of 30 fairly powerful spells that go off instantly, cost no stress to use, and can be strengthened by fate points.
Due to mental stress and no real way to extend a mental stress track, an evoker is going to get 4 spells off before he's out of mental stress. They are going to be limited to his conviction in power unless he finds a buff for them, and his discipline to control.. which he can also up by refinement. So honestly for the same refresh, if he has a high enough lore (to enable good bonuses from focus items), he can get around the same power and control (+9 or +10 total). But he gets... 4 spells per scene, before he gets in trouble.
Crafting rocks.
However, item strength is limited to lore x2, so around 12 or 13 refresh (assuming you've upped the skill cap to +6), you will see them come even, and past that the evoker will pull more power simply because the thaumaturge's refinement can no longer add to item power.
Still, he gets a crap load of free spells, and it certainly needs no buff.