Crafting isn't Andromeda's biggest time-waster, however. That would be its tedious missions. Far too many open world quests--even some that feel important or come packaged in an interesting premise--devolve into multistep "go here, hit a button" errands. There's always another navpoint somewhere across the map or an NPC who needs exactly three items or a crucial datapad that's unexpectedly missing when you arrive. I frequently felt like an intergalactic errand boy, mindlessly scanning everything in sight so my omniscience AI partner could do whatever the situation required and give me a new waypoint to reach.
These missions aren't all bad, per se, but they desperately needed some editing--or at least a wider variety of gameplay scenarios. Forcing players to repeat the exact same action three times or drive across the map to interact with one prompt isn't fun--it's padding. The campaign and crew loyalty missions provide better crafted experiences, but there's no avoiding at least some of the unimaginative tedium, especially since you rarely receive enough information upfront to really know what you're getting into.