I think a key problem here is a lack of balance (as is so often the case with Square Enix). From Yoshida-san's interviews, I took away the message that the system was supposed to work like this:
Below Average - Craftables
Cheap and easy; don't have access to the materia yet, or someone to socket it for you. You get by, and barely - currently putting in the work to get somewhere, so not outright rejected, but if bad at your job as well you might be the target of some judgment.
Average - Single-Socketed Materia-Enhanced Craftables
Gets you from Point-A to Point-B; this gear won't turn any heads towards or away from you. As long as you're good at your job and you actually perform it, no one will notice what you're wearing. You won't be held back, but you won't stand out in the crowd.
Above Average - U/U Reward Gear
Better than average, this gear is a reward for time spent grinding special events, such as dungeons, raids, etc. BETTER than single socket, but NOT AS GOOD as multisocket, this gear cannot be augmented with materia; it is the standard option for hard-working endgamers.
Optimal - Multi-Socketed Materia-Enhanced Craftables
For those with nearly unlimited time and resources; the 'Elites'. Those with the time can craft until they reach their desired HQ, then convert the failed attempts to materia with which to socket it into perfection. This allows for the elite to maintain something "Better" than everyone else, but still allows hard-to-obtain gear (inferior to the elites purposes) to fall to hard-working members of the Linkshell.
However,
This isn't the case at all. Single socket materia outshines U/U by far, unsocketed craftables work just fine, and anyone who's managed to double-socket is pretty much a God.
In my opinion, the solution is to...
Drastically alter the stats of existing U/U gear to be more up-to-date in the overall scheme of things. Most of the craftable gear is currently undergoing this process (notice that most of the Dated items don't have their undated counterparts back yet?) so HOPEFULLY the U/U gear is getting some silent polish as well.
I'd be really excited to see the system I outlined above in place. IMHO, single-slotted NQ craftables (Average Tier) should be relatively cheap, easy to get, and suit players purposes just fine as long as they succeed at their jobs. It opens the door for proportionate levels of esteem for earning U/U gear, but doesn't close the door on, "Look at all the time and money that went into that set..." god-socketed craftables. At the same time, the desire for said materia and demand by players who prefer to remain average tier where possible (the usual player, light wallet, but still fully workable) will keep the market on the craftables in constant motion.
Just my input; as usual, I think the problem is bad balancing. When is it not in SE? Even XI is still getting adjustment tweaks for things we knew we off-kilter YEARS ago. The main difference is that in XIV, Square Enix is listening. I applaud Yoshi-P and his team's hard work and hope this type of communication stays throughout the game's entire existence - hopefully we can iron out the wrinkles faster as a team.