Hard Modes are more challenging versions of the original Flashpoints reserved for high-level players. All the mobs and bosses are raised to the required level and drop loot appropriate for their difficulty. There are some new fight mechanics but the Flashpoints have the same story and progression.
Not all Flashpoints have a Hard Mode. The following eleven flashpoints have a Level 50 Hard Mode:
- The Esseles (level 10, Republic only)
- Black Talon (level 10, Empire only)
- Taral V (level 33, Republic only)
- Boarding Party (level 33, Empire only)
- Maelstrom Prison (level 37, Republic only)
- The Foundry (level 37, Empire only)
- Directive 7 (level 49)
- The Battle of Ilum (level 50)
- The False Emperor (level 50)
- Kaon Under Siege (level 50)
- Lost Island (level 50)
These are Story Mode only:
- Colicoid War Game (level 41)
- Red Reaper (level 45)
Additionally, these four have had a Level 55 Hard Mode added in Patch 2.0:
- Hammer Station (level 17)
- Athiss (level 21)
- Mandalorian Raiders (level 25)
- Cademimu (level 29)
Game Update 2.3 added two 55 Flashpoints with both Story and Hard modes, with Story allowing any group composition:
- Czerka Corporate Labs
- Czerka Core Meltdown
Flashpoints since then have followed that format of allowing any group composition and are called Tacticals. The following scale to the level of the highest group member, and only 55s are allowed to group with 55s for them (levels 15-54 are bolstered to the same level):
- Kuat Drive Yards (added with Patch 2.6)
- Assault on Tython (added with Patch 2.7)
- Korriban Incursion (added with Patch 2.7)
- Depths of Manaan (added with Patch 2.9)
- Legacy of the Rakata (added with Patch 2.10)
In order to do the hard mode, you must have completed the normal mode version of the "Flashpoint Quest", dispensed from the an NPC just outside the flashpoint. After talking to that NPC again, at the appropriate level and after completing the normal quest, he will offer you the hard mode version of the quest instead.
There's a few ways to learn more patterns for your Crew Skills.
The first, and most obvious, is to Learn them from your trainer. As your skill improves, your trainer will have new schematics availiable to you for a small fee. Generally speaking, items that require a higher skill to create will require better materials, be more powerful, require a higher level character to use, and cost more to learn to craft.
The second, and nearly as important, is Reverse Engineering. Essentially, by deconstructing the items you can make, you'll learn to make improved versions. See this excellent question for more details on exactly how this works, but all you really need to know is that if an item doesn't seem great, you can probably reverse engineer it to learn how to make something better.
The third and final way, is to find a schematic and learn it. In general, items that you can learn to craft in this manner can only be learned in this manner. Schematics can be found in a variety of places, including as drops from mobs (including especially rare ones from special bosses), in lockboxes acquired as quest rewards or from Commendation Vendors, world drops, through Mission Skills (I believe Artificing patterns come from Treasure Hunting primarily, though I may be wrong on this one), and if all else fails, you can buy the patterns from somebody else that found them but can't use them over the GTN.
Best Answer
So, the short version is, You Got Lucky.
Here's the long version:
There are two kinds of reverse engineerable items. The first kind is simple. Reverse Engineer the item, learn the pattern for a slightly better version with a higher color-grade quality, up to Artifact grade (Purple). The chance to learn the higher-quality schematic is usually 20%, you can see the chance when hovering over the item. Most crafted item customizations (Armoring, Barrels, Mods, Enhancements, Crystals, Hilts) and consumables follow this system, as do some craftable weapons (but not most). A crit on crafting one of these results in two of the item rather than one.
The other system is a bit more complicated. Most equippable items, when Reverse Engineered, have a chance to teach you a variant of the item, which is upgraded. The new recipes name will have one of three prefixes, based on the additional stat that is added to the item:
Unlike critical crafting with base items, a crit on one of these Prototype items will instead be called Advanced when they gain an augment slot.
These prototype items, like customizations, can be RE'd again, to give you a chance at an Artifact grade item. Once again, there are a number of variants - specifically, for each prefix, there are five variants that can be learned. These variant items will have new prefixes, and add two additional stats to the base item. These items will also have the suffix [Superior] unless crafted critically (i.e. with an Augment slot), at which point the suffix is changed to [Masterwork].
Overkill items can be turned into:
Critical items can be turned into:
Redoubt items are a bit of a special case. While 4 variants are known, to date, nobody seems to have been able to craft a +Defense, +Alacrity item. Whether this is a bug (people have invested a lot of time into researching this), or simply cosmic levels of bad luck is at this date unknown. That said;
Redoubt items can be turned into:
The image below provides an example of all the variants that can be crafted of one item:
(H/T to the incredible research done by Slaign over on the official forums on this one.)