Eeeeeh things in WoW changed so much...
It used to be very useful to have profession to craft stuff, but it kinda died slowly through the course of the first expansion "The Burning Crusade".
Then Professions became just something you were doing for personal benefit. You are capped at 2 professions (let's not count the secondary ones) and each profession was granting a very specific "unique" bonus. The purpose of professions for WotLK and Cataclysm was basically that, making the "you can actually craft stuff" quite secondary and almost irrelevant.
There were a few nice things here and there but they stopped mattering after the first few months of an expansion launch.
There are exceptions here and there (consumables, mostly) but not many.
From Mists of Pandaria onwards they tried to change the model and in Warlords of Draenor professions became quite different, able to craft a plethora of stuff, becoming a gil sink for an over-inflated economy, able to craft unique collectables and even useful gear for many players, thanks to the fact that crafted gear was upgradeable when new better gear came out. This made craftable gear hardly ever the best, but never useless either.
I dunno the situation in the latest expansion Legion so I can't talk about that.
One thing in common for professions in WoW across all expansions though is that they were NEVER reliant on random element. It was always a matter of effort, farming, grinding and whatever else you wanted, but never "randomness". You couldn't fail a synth, and you couldn't HQ it either.
They always did a lot for QoL stuff to make it more comfortable to craft multiple stuff, you had recipe books you could navigate through etc.