It has never been intended for Crafting skill caps to be tied to adventuring skill at release. They were tied together out of necessity when the crafting system was first put into the game, as your skill cap had to be tied to something.
They will be de-coupled when VR can devote enough coder resources to putting in a major new iteration of the crafting system. We don't know when that will happen, but it won't be before EA starts.
It is easy to limit crafting skill to class level without creating so much hassle. Simply do as you do with mobs, assign a level to each recipe and compare to your crafting skill level. The higher recipe level vs your skill, the lower chances of success and higher chances of skillup, and the other way around. If a recipe "cons" grey to you, that will recipe will succeed always but won´t get any skillups out of it. With this done, simply put the materials for high level crafting in high level zones.
Of course there will be shortcuts, such as a low level character buying high level crafting materials from other characters, but that´s the law of the market, right?
The crafting is getting a complete overhaul when they move to professions. The short description is that you will be able to pick one "crafting" skill and one "consumable" skill (currently provisioning and alchemy). You will also be able to gather everything but you will be able to "specialize" in 2 gathering skills and "master" one of those. The skill-ups will be removed and decoupled from leveling and there will be separate exp bars for adventuring, crafting and gathering. Obviously, this is all subject to change and there is a lot more detail already laid out by the crafting development lead. I would suggest that you go to Pantheon's Discord server as there is much posted by the dev on the topic there.