I think I know what the OP is saying, or at least know the question he is trying to ask:

Why can't we sell equipment in the Market Wards unless it is at 100% durability?

Better yet, I'll bring another example that doesn't involve profit. I'm doing leves with my fiancee, who is leveling GLA. Previously, when I was leveling GLA, I bought nifty Brass Gladius (with materia attached) from the Wards. She hits 18. There is not one Brass Gladius up on all three wards.

Here I am with a perfectly great weapon for her to use and I can't even trade it to her without jumping through hoops to add 3% more durability on the weapon's spec sheet. In what way is it intuitive that I should have to pay someone or have a craft leveled so that I can simply trade equipment to a friend, let alone participate in the core of the game's economy and assist other lower level players by selling my used gear in the Wards? How is this "fun" or "balanced" when crafters already profit, both in gil and enhanced attributes, from melding materia?

I understand that the devs want to weave (heh) the crafting classes deep into game's overarching systems, but does it have to be this restrictive? If the devs really want to preserve the "exciting" future of repairing the gear of other players, they should do so by providing positive incentives, such as the previously mentioned 100+% durability bonuses that increase the weapon's stats - and this is in addition to saving money when having someone else perform the repair. If they have to penalize us, then just add another Wards tax for having under 100% durability and let the players choose between quality and price.

So please, tell us why the game needs to be anymore cumbersome than it is already is, or when 2.0 launches. Truth be told, if it weren't for equipment durability acting as a gil sink and a replacement for losing EXP when dying, I'd scrap it entirely. I know I'm not the only one who thinks item degradation is stupid.