Should suitable muto magic cast on raw materials lower the ease factors for rego craft finesse rolls?
Making a statue from clay seems easier than making it from marble, at the very least one has a better chance to fix mistakes, which should in turn make it easier to produce high quality work. Rock of Viscid Clay is just one of many spells that could make life a lot easier for craftspeople working with stone and other hard materials. More generally, muto spells could give them the option to tune their raw materials properties to make them easy to work with.
You could make extremely intricate and near perfect wood joints with clay-like wood. You could perhaps even turn wood into water or water-like wood and let it fill a mould to make furniture. You could certainly do that with any metal, alternatively turning it into mercury perhaps, if you need high surface tension. Perhaps you can avoid a craft roll entirely sometimes, for example by turning the iron / steel in a bloom into oil and the slag into water with two muto spells.
But lots of materials have internal structure that is highly relevant for its applications, e.g. you can't make a usable sword by casting liquid metal and it matters how you align the grain of wood.
So I'd be inclined to reduce ease factors, but to really understand the potential and limits of this approach I need a better understanding of how muto works.
How do changes applied to a muto'ed bit of matter affect what you get when the spell ends?
Tentatively, I'd say materials without an inherent shape (dirt, clay, stone, metal, glass, gemstone, liquids, maybe wood) keep the shape they had when under the influence of the spell. (Let's ignore possible volume changes for now and focus on shape.)
The chief example is Rock of Viscid Clay which is very explicit in that it allows rock to be "manipulated in the same way that hard river clay can be.". Although it does not explicitly say that the rock keeps its form after the spell ends, it seems to be heavily implied by the comparison to clay.
Other core spells that possibly support this interpretation are Supple Iron and Rigid Rope (make stiff things flexible and flexible things stiff) and Pass the Unyielding Portal (make wood pliable).
On the other hand, Cloak of Mist or Transform to Water clearly work differently, as you become a slightly cohesive Auram or Aquam individual and turn back into a Corpus individual, without having to adopt a shape that exactly matches that of your body.
You also turn back into a human after having been turned into an animal, but if you lost a paw, you probably have only one hand now. I remember a discussion about turning people into glass or dust and what happens if you get scattered into the wind, but couldn't find it again.
How do you handle these kinds of muto-situations?