10 years ago, I loved games like that.
Like the EQ2 crafting system - making lots of small parts to make some medium parts which make 1 larger part - and the item you want needs 5 or 6 large items so you had to run the process lots of times.
Or the FF7 where you could make combinations of boost and have systems to make it loop, make it heal you, or any number of other effects.
Now - not so much.
I quite like Take item A to station B, then item C back again.
Or, shoot the "red" one not the green one.
Yeah, sometimes complex systems are worthwhile - crafting systems like the one you describe make use of it as a function of the activity (crafting would be pointless if all the ingredients were sold in the shop next door) but when you need a flow chart to understand something as basic as a bounty for a.crime (or indeed an update for.an expansion) then it's turning into complication for it's own sake rather than as an interesting game function.