S-E put the cart before the horse on this one. In FFXI, people bought gil because it was difficult/time-consuming to obtain and you pretty much couldn't progress without certain items or spells. This game doesn't have that problem because gil has very little value at this point and most of your abilities are learned by leveling up.

Someone else in another topic a while a go pointed out that it seemed as if most of the elements in the game were created to deter RMT. The Market Wards, fatigue, NMs dropping crafting materials instead of items etc. As many of you have already pointed out, most of these come at the cost of penalizing legitimate players. The reason why FFXI (and other games) have RMT is because they are popular. S-E should have focused on designing systems that were easy and fun to play with to draw players in, then dealt with RMT if and when they became an issue. Instead we got systems designed with RMT in mind at the expense of usability.