Many people leveled a craft just to repair their gear. Why did they do this? Because getting your gear repaired was obnoxiously difficult and broken gear was crippling. Even when I was trying to repair everyone's gear as a crafter the process was horrible, and people would walk out of range or teleport away in the middle of the process.
You weren't "rewarded" for your efforts so much as you were able to skirt past a very ugly situation that shouldn't have come about in the first place. You weren't forced to level a crafting class, no, but it was the only practical solution available, and it wasn't a very palatable one for many. Now the table is turned and all I can see is people who see it as just vengeance that a similar inconvenience is inflicted on the crafting/gathering classes.
I do not advocate that Crafters and Gatherers need to experience or play a major part in the main story line. The main story line is unsatisfying when it revolves around a tile matching game. I am only making the case that pure non-combat classes should not be excluded from speedy personal transportation for all eternity, though I can't tell that people understand that. The method of acquisition is not important. The date of implementation is not important. The concept: "Non Combat should can has personal chocobo eventually? = yes" is all I'm advocating.
If they've already said something to that effect, great. I can't find it, though, so help me out.