These numbers are still subject to change (it’s a beta after all)
TL;DR:
[list][*] Cost of all rarities reduced by 12 to 22%; Cobalt -12%, Gold -14%, Silver -20%, Bronze -22%, Iron -17%.
[*] Cost of “trade ins” reduced by 35 to 77%; Cobalt -35%, Gold and Silver -73%, Bronze -77%.
[*] Trade UP value of ALL loadouts is decreased.
[*] Overall RNG increased; Higher drop-rates means higher variance in value of each tier. The old system also allowed you to keep good loadouts that you got in the trade up process toward Cobalt, while the new system doesn’t allow for “partial” upgrades without significantly reducing efficiency.[/list]
[s]What to do before the new system lands:[/s] <-Too late now
[list][*] Trade UP any bad/unused loadouts. (use this guide for reference if you’re unsure)
[*] Don’t trade IN anything.
[*] Don’t buy any cases.
Spreadsheet with all the math and numbers can be found here.
I’m 100% sure the math for the old/current system is correct as that has been verified by several people with several methods of calculation. I’m pretty sure the new calculation is correct too, but more verification is always nice.
Crafting kits: 1 for 0.99$, 5 for 4.49$ (0.898$/kit) and 10 for 7.99$ (0.799$ per kit). Each kit can be used to replace 5,000credits worth of upgrade cost (i.e: 1 for Silver, 5 for Gold, 10 for Cobalt). This translates to a conversion rate of 5051 to 6258 credits per dollar(depending on which pack), compared to the 5005 credits per dollar of purchasing mercs. So if you buy them in packs it’s a slightly more efficient way of spending money than buying mercs, but still less efficient than buying Elite/Expert cases.
Overall I think the new system comes with some great improvements, but also some issues that really should be taken a look at:
Crafting Iron loadouts is pointless (unless you specifically want to avoid a perk). 500 credits is pretty much half the value of an Iron card, so why would you throw away that value by crafting an Iron loadout? If the crafting cost was something like 100 credits you’d only be throwing away ~10% by crafting it. This would make it reasonable to craft Iron loadouts as an intermediary step between Default and Bronze loadouts. And a great thing about the crafting cost of Iron loadouts is that it can be changed without having any effect on the rest of the economy; it’s a super-easy tweak.
While the increased drop-rates are nice (less Lead-poisoning, woop) they also result in more RNG, which I am not a fan of. Same thing with not being able to keep good loadouts in the trade up process; it increases RNG. Sure, this is partially mitigated by the cheaper trade ins, but trade ins are still pretty bad value-wise, and crafting a low rarity card becomes a huge loss if you want to recycle it later for crafting a higher rarity loadout. I think there’s still room for improvement there.
Here’s how I would solve these issues. (+refine a few things)
All rarities divide evenly with each others’ fragment values, to make the crafting process more straightforward.
All rarities except Cobalt recycle for the same number of credits they cost to craft, effectively making their “trade in” costs the same as their crafting credit costs (once again reducing complications).
Cost of Silver, Gold and Cobalt increased by ~10% to compensate for cheaper trade ins (still cheaper than old system).
“Trade in”/crafting cost of Iron reduced to 100, which is roughly the point where it actually becomes a reasonable choice to craft an Iron loadout as a stand-in before you have the resources to make a Bronze loadout.
“Trade in”/crafting cost of Bronze reduced to 500. This will allow people to more easily grab the loadout they want or get rid of unwanted loadouts without significant loss in credit value. Another very helpful change for new players.
“Trade in” cost of Silver and Gold reduced to 5,000 and 25,000. I’ve set these to roughly a third of their overall credit value.
“Trade in” cost of Cobalt reduced to 163k (from 219k); about half the cost of a Cobalt. This doesn’t need to be as low as a third of the total value (like with Silver/Gold) since Cobalt is the end of the line.
Overall these numbers will increase the cost of high rarity loadouts slightly, but decrease the cost of getting a specific loadout across all rarities by making “trade ins” better value. And this decrease in RNG will help combat the increased RNG this new system will have due to higher value-disparity between rarities and the loss of partial upgrades.
Oh, and for anybody curious about what I mean by “soul-crushing” calculations, here’s the full formula for the cost of Cobalt with the old system 
1000/(((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6+0.001) + 0.8/3 * 500 /(((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6+0.001) + (0.8/3+0.15)/3 * 1000 /(((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6+0.001) + ((0.8/3+0.15)/3+0.03)/4 * 2000 /(((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6+0.001) + (((0.8/3+0.15)/3+0.03)/4+0.015)/4 * 4000 /(((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6+0.001) + ((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6 * 10000 /(((((0.8/3+0.15)/3+0.03)/4+0.015)/4+0.004)/6+0.001)
New formula is a bit better:
(1000 + (0.669 * 15+0.23 * 45+0.075 * 135+0.02 * 540+0.005 * 2150)/20000 * 50000)/((0.669 * 15+0.23 * 45+0.075 * 135+0.02 * 540+0.005 * 2150)/20000 + 0.001)

I was pretty done with lifestuff and salt levels werent exactly helped by the amount of useless bish-bosh on forums about this crafting, I should’ve just stayed away instead of getting ahead of myself pardon me.