Crafting doesn't really require much resource management at all. The lowest grade of crafting materials are essentially infinite because one can just infinitely deconstruct infinite items. The next grade up is a little harder to come by but with crafting crates turned on you never know what you might get. Also regular weapon crate drops can contain items that are kinda crap (like sheep, etc) that you can deconstruct for materials. Of course not everyone crafts the same items in every single game but of the 'over 80' items in the game, how many actually get crafted? Maybe a dozen at the very most? It's so very random and unpredictable and the coin crate system that they used in Revolution / Clan Wars was much better and easier to keep track of.
A huge part of Worms gameplay has always been paying attention to what your opponent(s) has used during the course of a match so you can know what they have available. Of course, random crate drops are a thing in a lot of schemes but still... the other games also don't have drones that people can spam, which is a major problem in WMD. For the most part, you start with your inventory and that's that. In WMD there is practically no way of knowing what anyone has in their inventory at any time, which doesn't add to the strategy of the game, but rather diminishes it. You can't make intelligent decisions based upon what they have used. Well, you can to a degree, but at best all one can do is cross one's fingers and hope that they don't have sufficient materials available to craft an item that can perfectly screw you over. Default Worms gameplay is largely based upon observation and prediction, but WMD completely ruins that because you have to expect that anyone could have any item at any time, which leads to suboptimal plays and positioning based upon paranoia and unpredictability.
Also, being able to craft right before someone's turn ends and have that item immediately available to use the next round is just plain cheesy. It doesn't take skill or really even "fast thinking and reacting." As long as you have your crafting tab open you can easily craft anything you want at the end of someone else's turn without the need to be exceptionally quick about it. I think that there should be AT LEAST a 1-round delay between crafting an item and being able to use it just to prevent cheese.
I actually really like the graphics and art style of WMD. I also love the concept of buildings and tunnels that they added. However, a lot of the rest of what they added is either broken or not very useful. Weapon emplacements are often kinda useless depending upon where they spawn. Random starting magnets? Useless since they only last a couple of turns and then they are deactivated. I do like random neutral sentry guns on the maps. Vehicles are cheesy and lame and can be exploited, and if one player gets a lucky vehicle drop it can easily make the difference between a win and a loss. Crafting is by far the worst though and even though the meta of which items are generally 'best' to craft (and most commonly-crafted) is clear and I can to some degree predict what someone will craft or has crafted already, there's no way of knowing for sure. Vehicle mines are also basically useless 95% of the time.
Imagine if crafting were a thing in W:A and you're playing Elite, for example. It would COMPLETELY change the dynamic of the scheme, and for the worse. It would be poison nades everywhere, just like ranked is in WMD. Speaking of poison, one thing that Worms Reloaded and the next 2 titles did well was making poison not be able to magically pass right through solid terrain. In W:A and WMD the poison goes right through, which I think is ridiculous.
edit: Also, another thing that sucks about WMD is the fact that in team matches there is no option for all members of the team to have a shared inventory. Everyone gets their own inventory with their own pool of crafting materials and if one player collects a crate only they can use it. That sucks. I think that by DEFAULT team matches should have a shared inventory so players are forced to communicate and strategize.