You're really ignoring the whole point of my statements - which is that gil destruction increases the proportionate value of gil generated by quests, which is the primary means of income for new players who have yet to grasp the finer points of the market board. You're assuming every person is playing just like you, and has the same resources as you. The sweeping statement you're making about what players NEED or don't NEED is hinged on the assumption that they have the free time and mental resources of an experienced omnicrafter, which is a manifestly false assumption, and I point to the fact that my crafting jewelry sells like goddamn hotcakes as evidence of this incorrectness on your part. Allow me to be more specific. You assume, among other things, that:
Players will know what "no prior experience required" items to farm that are most efficient in persuading people like me to part with my gil, which is an assumption that only becomes correct after a period of trial and error, which varies from player to player, and,
That all new players are omnicrafters??? Your example of why they don't need my jewelry is that they can make their own? Not if they're not 50 goldsmith, they can't. And what about the 3* stuff they'll need to craft desirable 4* items? Those are even farther out of reach.
The assumptions you're making aren't very realistic. I, on the other hand, am simply stating the struggles I hear on my hypothetical "low end" economy. I play exclusively with people trapped in the low end. I'm buying them a mansion, because trying to save for one will cripple their entry into profitable crafting. I have the advantage of seeing this issue from both ends. I don't know where you're getting your wild notions about who has what resources, because they don't seem to match any server I know of.
Now this I didn't consider. Very interesting, Dante. I think it would work. What would you call such a system?