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The item always disappears as part of a quirk of crafting with "ComboProperties". These are aggregates of items that you can map individual outcomes to. So I could place several different items into a "Water" ComboProperty and map an output for each of those items when they're used in a recipe. So if one of the "Water" items was a cup of water, that could be mapped to give an empty cup, a bucket could give an empty bucket, and so on. But all of these "full-of-water" items will satisfy as an ingredient in a recipe that is using the "Water" ComboProperty. This dramatically cuts down on the required number of recipes, as well as makes a ton of UI stuff far more convenient. The initial item is *always* consumed for a ComboProperty though, even if there is no output item.
In the case of Reforge, pieces of equipment are part of a Reforge-only ComboProperty. The piece of equipment undergoes the reforging processing just before it's consumed, creating a new item that contains the changes from reforge. The new item is put into the character's inventory and the old item is consumed as part of the craft. When the reforging process fails, no new item is created and so all that happens is the craft is "successful" and the original equipment is consumed.
I'll take a look at this today and figure out what is causing the failure.