So, let´s take a Longsword Recipe as example. You can craft this Longsword with wood, which will result in an wooden longsword. The wooden longsword has some specific stats, which will always be the same when you craft a Longsword with wood. If you craft the Longsword with stone, you will get a stone longsword, with a different specific set of stats (different from the one craftet with wood) , which will not change no matter how often you craft it with stone.
Yeah, kind of disappointed when I saw this. I hope not all gear just look the same in endgame (what I mean is I hope if I'm using a spear I'm not just choosing diamond spear because that is the best spear in game). That would be incredibly boring gear-wise and dumb down their whole idea of having various builds because gear is so limited.
Example: If I want to use a spear as a weapon, I can't choose between three or even two spears (For example one spear gives bonus to X skill while the other has higher base attack speed, and the last one deals 30% bonus damage when opponent has bleed status). If there are no gear selection it would limit the build selection especially because Fractured is marketed as a "horizontal" progression game where you can have more diverse skills that combo together to help you produce effects.
With large variety of skill usually comes inefficiencies in most possible combinations; therefore, it still leads to certain combinations of skills being better than others. This can be changed/alleviated by having more than one system (example: game not only based purely on skill, equipment matters for builds). I really hope gear is not too generic to make a well made skill system seem boring.