The main thing I'm taking away from it is that the entire crafting endgame for Heavensward is still an unbalanced mess on both progression paths, such that i170 crafters still aren't making back their investment, either. You definitely should have been able to break even by now and I agree that it's ridiculous that you haven't. The combo of Red Scrips and Specialization, which were intended to address a number of "problems" with crafting in ARR have failed to address most of those issues, and they've left the state of crafting as a whole largely broken. I took the opposite path from you: I saw that the investment to max out 170 gear likely wasn't going to pay off and chose not to, and now I'm paying for that.
But that the system is messed up for 170 crafters too shouldn't necessarily mean that 180 crafters should now be locked out of equal market participation, at least not without advance warning. I'm sure many crafters in my position would have gladly changed directions had we been aware that there was going to be a much greater gap going forward.
I do think they should have put the new 180 gear on a new token, not the old one, so that that option would have locked 180 crafters out of the highly profitable early market. But then the gear we eventually got would be somewhat weaker but still comparable to the other option. That was the bargain we signed up for originally, going by how the gear was balanced in 3.0. Instead, we were able to participate (in a hindered way) in the early market and will not, for this raid tier at least, ever be able to craft the items at a comparable level of effectiveness to what we had in 3.0 and 3.1.
But your post seems to suggest something analogous to this: imagine that MNK spent the first seven months of Heavensward underpowered (which, they actually sort of did, relative to the other melee). Changes in 3.2 to MNK meant that it was now the preferred melee DPS (compared to say, NIN). But imagine that the raid environment had also changed at the same time such that NINs could no longer effectively participate (perhaps due to increased damage taken for some reason or another, much as was the case with DRG in early FCOB before their Magic Defense buff). The response to NINs rightfully frustrated that they could no longer effectively participate in raids (with the market being analogous to raids) should not be "But MNKs couldn't raid for 7 months!"
The response should be that both NIN and MNK should be on relatively equal footing (they still aren't, from what I can tell of most raid compositions—NIN still has a slight edge). I'm a NIN main and I still think MNK needs to be brought up to par (even if I'm not really happy with so much of NIN's design direction in the expansion). NIN is in fact generally considered easier to play at a high level than MNK, but that doesn't mean NIN should be less useful in a raid because of it, in my view. I see 180 vs. 170 similarly (which should, in my view function much as Zodiac/Anima weapons do vs. raiding, with the investment of time on the one hand and the investment of effort/gil in the other).
The fact of the matter is for everything else in the game, you are able to participate in all aspects of content if you follow your chosen progression path to the natural endpoint in a way that is virtually indistinguishable from the other progression paths. Tomestone gear is at worst, marginally less effective than an optimal mix of raid and tomestone gear. Zodiac/Anima weapons still eventually reach the exact same weapons damage as raid ones do. Market participation is part of the overall "content" of crafting much as raids are part of the "content" for battle content, and it's my view that the progression paths should ultimately be comparable in a similar manner.