The bind on equip material from the highest level dungeons would still entail that working towards a goal by fighting the biggest battles theme while also giving crafters a place in end game, because save for a few cases, currently there aren't any. Add to that Yoshi-P is that end game armor is fairly generic looking and undyeable. Many players go ilvl70 crafted for the looks, and the ability to dye said armor so they can be, even slightly, more unique then the next 5 x class you see in exactly the same armor with the same relic weapon set up. I implore you to think of ways to bring crafters to end game in their own way. Make it bind on acquire so it avoids RMT, while also giving us some kind of higher purpose to work towards. If ilvl90 crafting was incredibly tough and required Binding Coil of Bahamut 'materials' to craft, then that would be just fine in my opinion. It would be an alternative, longer goal to getting the random drops in coil (medium difficulty) and the relic armor/set (easy difficulty) while giving crafters a true place in this game. I feel like our role only lasts to a certain point. Wheres the crafting FATE's? Why cant we do city-state missions to build airships or help repair halmets? I get that battle classes are supposed to have a more driving purpose, but cmon, giving a craft it's own unique class and not building on that is no bueno. :/