Thanks - I'll have a look at the issue with the previous crafting screen not clearing.
What you suggested is actually how the system started out. I agree it's a little inconsistent, but there are a couple of reasons why armour (and later weapon) crafting is handled like this. If every possible crafting outcome for each individual item has to be covered in the main crafting screen (there will be quite a few more weapons to craft), it's going to become cluttered. This would also necessitate searching every character's personal inventory, equipped slots for any item which could be crafted, and creating UI elements for each - this add quite a lot more work for the and could potentially cause slow downs.
That said, the current system is not set in stone so it may change. The inventory system is a pretty complex component, and it would like take a few days to effect and debug these changes. We have a finite amount of time to work on Vigilantes, so to explain a little more about making decisions about what to work on, it comes down to deciding whether it's worth spending this time replacing a functional, but slightly clunky system, or devoting it to something else, like a system to automatically reload/repair weapons with a button click (which requires quite a lot of clicks from the player)