Short answer? No. The crafting market is not going to die. The economy is broadly cyclical and the examples in this thread are mostly things for which there is high availability and low demand. Demand for materia will skyrocket when we get new craftable DoH/DoL gear, although the prices will probably be lower than they would have been if SE had not changed materia extraction.
The longer answer is that there are economic ramifications to having an accessible crafting system in which everyone can make everything for themselves, but there probably isn't a lot SE can do about it because players are notoriously awful at understanding the big picture and accepting that what is good for them personally might not be good for the game as a whole.
Back in 2.x, SE recognized that the crafting economy was struggling (lots of people competing to sell the same few pieces of end-game gear) and they took some steps to make it better. They made crafting more challenging, but players complained about the difficulty and their frustrations with RNG. SE added desynthesis as a specialized, siloed companion system to crafting, and players complained about the shared level cap. In Heavensward, SE added full-on crafting specializations that (a) limited competition by artificially siloing crafters and (b) forced crafters to buy and sell among themselves. (The specialist system also made single-class crafting viable, but that's not relevant to my main point here.) Players, of course, complained because they wanted the ability to make everything for themselves. Oh, how they complained. For years players whined incessantly about the specialization system and SE walked it back piece by piece, leaving us with the irrelevant, vestigial thing we have now: a tiny handful of specialist recipes and specialist job crystals that don't really fit with the overall design of modern crafting.
There's an old joke about MMO balance:
"Nerf rock; paper is fine." - ScissorsEveryone wants high prices when they are selling and low prices when they are buying. Everyone wants independence (self-sufficiency) for themselves but interdependence for other people; they want their own money-making niche but resent the next person's and they want to procure all their own materials while also selling to other players. Everyone wants to be special and everyone wants to be the best. Some people don't like crafting and they just want a quick, accessible, utilitarian system to make their own gear while others who do enjoy crafting want it to be a challenging, engaging minigame. It's an impossible situation for game developers.
Recently, SE made the (IMO very sensible) decision to decouple crafting as an economic activity -- making armor and furniture and orchestrion rolls and stuff -- from crafting as a fully developed and challenging minigame, satisfying both audiences to the best of their ability. They made baseline crafting more accessible and then introduced expert crafting and the Skybuilders' rankings as an optional sort of DoH/DoL endgame for players who want that.
And players complained. They complained when SE revamped baseline crafting, declaring it braindead and pointless and a sign of SE's disregard for DoH jobs before anyone even had the ability to log in and try it out. I have a couple friends who stopped subscribing over those changes even though they understood what SE was doing and why. Then expert crafting came out and players complained some more. They understood that expert crafting was 100% optional and didn't affect any of the things they do in the game in any way at all, but they still took to video game forums, including this one, to complain preemptively just to make their displeasure known and ensure the developers didn't get it into their heads to expand the new expert system into "real" crafting.
I have no idea whether or to what degree the developers are influenced by player feedback, but I am absolutely certain there is nothing they can do to address the sorts of issues you are talking about that isn't going to cause mass apoplexy among players. Economies always benefit some people and disadvantage others. Witness our RL pandemic economy: with millions of people out of work and enormous amounts of economic suffering everywhere you look, it's actually it a pretty profitable time for rice wholesalers and makers of toilet paper and disinfectant wipes. Low prices on DoW/DoM leveling gear might be bad for you, the seller of crafted goods, but they are good for the PLD in need of new gear. Whatever balance the developers strike between accessibility and challenge or self-sufficiency and interdependence, there is always going to be a sizable portion of the player base who are disadvantaged to some degree and there will always be players convinced they did it wrong.

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