If item drops are only money and resources that would be it for me i think. I Test Albion Online and that was the one thing that I couldn't stand at all. I like to have the monsters drop trash items with varity of worth, weight and use. Then you should be deciding what is worth it for you to pick up becuase you don't want to be overweight to fast. I also would put resources to this group. Each "trash-item" should be precious for some an garbage for others. In addition to that the can drop rare items like the ring that the skeleton mage has, or the sword that the skeleton soldier is wearing. For this Rare items the drop rate should be very low, to not be in conflict with crafting to much. Crafted Items should have different properties then the found items, to futher distinguish between the loot and craft system. Also could the loot be a precursor for other item that are crafted from it. Or you can use Crafting to Improve or Change the Properties of the droped item. That way looting is more fun and crafting still powerful.
I always feel like if you have a Design decision between to opposing systems like everything is player crafted or most powerful stuff is droped. The best solution is between the two. But I guess it can be difficult to have a Solution in the middle without losing the strength of both extrems. Then it could be better to make one Group happy instead of both sad. That is where I see true Evolution when you can find the golden path in the middle.