I think this one is much like other systems in Final Fantasy XIV - there are solid foundations in place, but the player base have not been equipped with enough information to comprehend and enjoy. I understand how the system could appear as slow to someone disinterested in the mechanics of crafting, but disagree with speed changing on the grounds that the pace is relatively on par with solo fighting. Group-based crafting is imminent and will change this somewhat...
Once people further understand each step in the crafting process, there will be less "It's broken, boring and slow" and more emphasis on producing higher quality items and increasing crafting efficiency.
Someone commented on just spamming enter on standard synthesis. If this is one's approach to synthesis then they are doomed to begin with. I don't want to jump on the "Don't play it then" bandwagon, but there is more depth to crafting than most are implying, and I don't believe the process should be streamlined for the sake of players who are attention deficit.
To the comments of adding time-based reactions and command input - isn't this going to end up the same? I personally think the appeal would also soon wear off and it would become tedious to have to pay further attention to hitting the same "Sweet Spot" each time.
Perhaps a solution (based on commentary) is to make everyone's crafting tools glowing, summon a dragon from the crystal each successful Standard Synthesis and introduce a Dance Dance Revolution style reactive prompt in which several keypresses must be entered simultaneously to fill the "void" between actions. Also - upon each successful synthesis a moogle should appear and /slap you from behind (to an appropriate victory theme).
Crafting is not and should not be instant gratification. Crafting is also not a side-venture. It is a primary component of this game, and can be a rewarding experience to players who take the time to learn and understand it, and subsequently begin to manipulate the market.