The major problem is a disconnect between the playerbase and dev team. High end crafter typically don't care about super hard, RNG riddled systems. Their endgame is making hoards of gil hand over fist. Prior to Shadowbringers, we had that separation because only truly dedicated players could actually craft endgame gear, which, in turn, made them a sizable profit. The dev team assumed if they slapped a mount, it'd motivate people the same way but the lackluster profit takes away a huge incentive for many players.