Because I just find people who want orders, or not, and nag them to death till they buy something, works bloody well, whether he had 2 masters to compete with, or when was alone.
Except ... not everyone is going to enjoy that. And if you become the "Tupperware Aunt" who constantly hustles people to buy things, eventually people will stop wanting to RP with you.
As for finding a master, you also have to go and find one, can be done, been done. That master doesn't even have to share your trade to have a good master-apprentice relationship.
If they don't share your trade and the skill - they cannot train you. You can have a wonderful relationship, but that doesn't fix the being able to teach you aspect. I sort of feel honestly that helping people find a Master and assigning them one should be the work of the Merchants Guild.
Putting the onus on new players to the game trying to figure out the code aspects of crafting, the TI specific rules like coloring stringing and the 59-char rule, in addition to needing to responsible for their own training is putting a sort of large entrance wall into stepping into playing what is in many games sort of a base stepping stone role - being a crafter of some kind.
I feel like something that would be helpful would be replacing the old jobs system with something where ... vNPCs might need some things you could sell them from time to time or on a timer. A way to like ... get things off-grid. Or setting up the Tradepost Repository to "buy" things and set them for sale like the Brotherhood Pawn Shop does via code. And have it cleared out every once in a while. vNPCs not having an economic impact or voice is a bit of a weirdness IMHO.