Kits are capable of going over their cap, but I've never been willing to invest the gil to test how far over cap they go. I do know that they can't HQ, and if they break it's a 100% chance to lose the kit. I've managed to get 110+11 leather, 70 smithing, 70 goldsmithing, 70 clothcraft, 80 synergy while profiting by avoiding the kits for the most part and using real recipes. If one is savvy about sourcing their materials and compares prices between NPC vendors and AH, and farms what's worth the time to farm, then it should be possible to do 1-70 for all crafts at a profit. Figuring out what to skill up your craft on is part of the process and should not be removed or bypassable.
The skill-up gear available for combat adds up to 4-5% and magic adds up to 3-4%, iirc. The gear from sparks is split between them and doesn't apply to both categories. I can't think of any gear that covers both sides for skillups, hence the "OR" in my statement above. All of which is high level gear, which negates your argument about "starting out". It's nearly a 100% skillup rate for 1-70 for crafting now, so it makes sense that gear that increase skillup rate are targeted at higher level crafters since they are the ones who actually need it. Reaching levels higher than that should require effort to achieve.
Also, for the record, I have all jobs 99, almost all combat/magic skills capped (only missing a few from things like Guard and Divine, mainly because they are for jobs that I don't enjoy playing at all,) and other than Summoning, Shield and GEO skills, I ground 'em all out the "hard" way. I even did slow down a bit purposely in order to unlock all my trial ws on the way up. Still, many combat/magic skills were uncapped when I hit 99 if they hadn't been used previously by a different job. Slowing down the level grind process would take something like only fighting EP mobs, and even that might not be slow enough to allow all skills to keep up, particularly defensive skills since it's safest to use a tank trust while grinding. Automaton skills ARE combat skills, so there aren't too many viable arguments against adding books for them. Crafting is a different beast entirely.. Having low combat skills can result in death. Having low crafting skills can not.

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