The consensus of the entitled seems to be level a crafting profession, rely on the transferring of hands, lean on the daily leve allowance, and find a "niche." The problem is end game isn't generating enough gil (obviously gil is being generated once the quests have dried up) so players are forced to seek alternative means to progress in their play style--economics aside--and all of which lead to appeals of popularity (fallacy) that those who don't want to play their way (crafting) have no excuse to complain about the deficit dungeons, FATES, TRIALS, or 8 mans are putting them in. Shame they can't understand the fundamentals of a multi-media online game: to play with other individuals in a unique experience and enjoyable fashion (I stress enjoyable).
Final Fantasy XIV ARR has not been marketed, advertised, or even promoted as a sim-city, minecraft, or economic experience. Crafting is simply a part of the game play: a caveat, tool, or mechanic to the fantasy experience. No were did Square Enix say to the consumer they'd be embroiled in a broken economy, and forced to amass as much wealth as possible in order to experience the fantasy aspect of their game. Final Fantasy has never been about crafting, personal wealth, or even economics. Final Fantasy has been about the story, the characters, and fighting fantastical creatures.
If players can not enjoy the fantasy aspects of the (that they are paying for as well) game marketed to them, and must progress in skinner like mechanics or outside of their ideas of entertainment, then the game will begin to bleed subscribers, and the less players we have the less gil (period) transferring hands. The first month of an MMO is always lively and full of fresh new faces until the vainer runs off and the problems of the game begin to surface. I want to believe those who are adamant about no gil issues existing are simply using fallacies of generalization, false dilemmas, argument from ignorance, rhetoric, and anecdote are just poor attempts at scamming fellow players, and not their actual beliefs; but I don't think this is the case.
Reality: when the players actually start feeling like their performing a "labor" (work) instead of "playing" (entertainment) a game our community is going to have issues of population along with gil. The bottom line is this: the players who want to experience the dungeons, mob slaying, and raiding should not be forced to take part in mechanics that have nothing to do with combat (what they enjoy). No one can generate enough money at end game doing FATES, DUNGEONS, or Battle Leves to cover the costs of repairs. Players are speaking from experience, so we have a clear case of denial, ignorance, and plain stupidity running rampant in this thread and game.
To make matters worse players are arguing against the use of features included in the game (apart of the experience): teleportation, dungeons, wearing and using items earned through play and time; which basically says two things about those having these thoughts and those swallowing these thoughts: "nucking" retards. I never thought I would see arguments telling individuals how they are allowed to play the game, and sure people can argue semantics all they like on how best to play, but this amount of arrogance going hand-in-hand with entitlement is borderline fascism.
TL;DR: This is what the whole argument boils down to: you aren't allowed to be an adventurer to earn a living, so you will be a craftsmen to make money, when the real issue is the fundamental systems in place are broken. The OP is right: if we don't want to see players bleed off in droves an economic fix is needed.

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