If SE wanted ARR to be a progress reset I think they should have been honest and forthright about it with us all along. When they told us we were keeping our gear and money it was clearly intended as a motivator; something we could work on if we wished for the remainder of 1.0's service to get a head start going into ARR. However, that "head start" turned out to be mostly meaningless. Our 2% drop rate dungeon speedrun grindfest gear became virtually-handout starter endgame gear. Our multi-million gil (post-redenomination) melds were compensated with a handful of dungeon runs worth of tomes (without even any special compensation for what had been expensive melds vs. cheap melds). White ravens? Stat wipe. Limited time goobbue? Not so limited after all (I know it's not identical). Perhaps worst of all, the relic quest was also trivialized relative to its original incarnation.

Most of those things we got over (some more easily than others) because seeing the game improve was more important. The housing fiasco put things over the top. I'm glad to hear that they intend to normalize prices over time, but it's pretty hard not to take it as a slap in the face. It seems clear from what Yoshi said that the real underlying issue is that they don't have the instance capacity to support Legacy worlds that have a larger number of people with a sizable gil balance, but in my opinion the answer to that is to fix the capacity issue (which is going to become an issue eventually anyway), not look at how much money people have and then move the goal posts to create artificial scarcity and delay the demand a while longer. Housing has been probably the #1 most-promoted feature in the run up to ARR and even post-launch. There's been ample time to get the capacity stuff figured out.