The fact that the team making items for the Mog Station is separate is not evidence that the team making the game are never being told “ok you could make X in the game better but right now the fans are sated by the Mog Station options.” Or even “avoid putting a cosmetic similar to Y in the game because we want people to pay extra for that and will have the other team make it.”
An oft-cited “X” could be the perceived ridiculously long MSQ grind between ARR and HW. I played it in real-time as it came out so my experience was different, but a number of new players, when upset by it, are told by other players to break out their credit cards.
E: to clarify in the terms you asked the question in, yes I’m essentially referring to the “higher-ups” telling the actual ground floor game designers that they absolutely must implement or not implement certain things for the sake of increasing Mog Station traffic.
I do *not* believe that the people who designed, say, post-ARR storyline, were evil mustache-twirling villains who made a really long story based on their belief that it would make some slice of the playerbase want to pay to skip it. I believe they are honest workers who were making the best story they could in the way they knew how. But how many years have passed now without the slightest change to the pacing or the content? And how many years have gone by that “buy a skip potion” has been the socially-acceptable answer? I don’t believe these two things are 100% unrelated. I believe that on some level, new player experience enhancements have been prioritized lower than they might be if skip potions didn’t exist. Not that there are no development tickets about it or that no one cares, but just that because we have a “workaround” those tickets don’t need to receive any love any time soon.