This is a story of how many elements in the game synergize to ensure a game play experience that is not fun.
There are a number of problems with crafting currently:
1) Materia. In order to craft effectively at a high level, you MUST have materia in your gear. A lot of it. You basically need to maximize all stats, and use food on top of that, in order to craft the best gear. Why is this a problem? A few reasons, that mostly come out of this one reason:
1a) Blind luck. Materia is all about blind luck. It's a bad system in every sense of the word. Why? Many reasons:
- You wear subpar gear to accumulate spiritbond. This means you are either fighting random monsters (which isn't fun - mobs of your level aren't challenging, which is why FATEs aren't interesting - nothing requires thought or strategy, just mindless grind through mobs) or going through dungeons (which will possibly annoy the other members of the party, since you are by definition doing less damage/taking more damage than you would if you were wearing your best gear).
- Which materia you get is totally random. Maybe you get good materia. Maybe you get junk. Ok, it's not TOTALLY random, but it's random enough.
- After attempting to get the materia you want via spiritbond, which will take a VERY LONG TIME, you now have to meld it all onto the gear. The chances of success are EXTREMELY POOR, which means if you actually spiritbond and meld all your own materia, this process will take a mind boggling length of time for next to no reward (we'll get to that point later).
- If you buy the materia instead, it costs A LOT, because of how long the process is, and the luck involved. This would be fine, if there was anything driving the economy. If you could make and sell something for good profit. But really, there are two key ways to make money: sell materia, or sell Coil/EX primal wins. Um, yay? Really the game needs rare items that can only be won in difficult and/or limited content. Right now the main crafting materials come from spending myth on them. The actual gathered/crafting items aren't worth much of anything, which is because they are so ridiculously easy to get (unlike in, say, FFXI, where gathering items was dangerous, because monsters might kill you as you try to gather in dangerous areas).
2) Not worth it. Even once you spend the insane amount of gil or time it takes to be able to craft the "best" things, they are useless. By design, crafted items are weaker than dungeon drops, so they will always be inferior, and never in demand. There's basically no reason to craft, and yet the cost of entry is ludicrously high.
3) No rarity. Nothing in the game is rare, except apparently certain minions/mounts/mirrors of the whorl, which have insanely low 1% drop rates. Even that is just blind luck, and not locked behind any kind of a skill barrier. Due to no rarity, supply is through the roof, and demand is pretty low. Anything that is worth anything, quickly devalues due to rapidly climbing supply, since everything is readily available, and easily obtained by doing things people would do anyway no matter what.
4) Too grindy. Everything takes forever. Going to gather stuff, sitting there and crafting everything. This was made super apparent when crafting for the new class tools you need the HQ 2 star stuff for after getting the master recipes. Even with having everything on hand that you need and having macros that craft everything HQ nearly 100%, it takes several hours to get just one of the tools done. And what do you have to show for putting forward all that effort? Not really much of anything. It's just busy work. The game needs less busy work, and more fun. For serious.
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Today I decided that crafting is so incredibly tedious, with nothing of value to show for it, that I decided I'm going to dump the thousands of crafting materials I have. Just sell it all. All the materia, all the materials, everything. It's seriously not fun. Not even a little bit. And serves no purpose. We really need to go back to the drawing board on this one.
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So, what can we do better?
1) Abolish or overhaul the materia system. There are several things that could be done here:
1a) Instead of making materia a permanent fusion to a piece of gear, making it always able to attach at a 100% meld rate. The trade-off for this should be that materia has "durability", and once it hits 0%, it breaks, and must be replaced. Ideally, materia would be able to be put in and taken out of gear easily.
1b) Eliminate the spiritbonding process. There's no real upshot to having people wear subpar gear to SB it then break it apart. It's literally just busy work. Instead, make materia a reward from BCNM-style fights, dungeons, or really anything other than breaking apart old gear. Maybe it sounded cool, the idea of breaking old gear that used to be good but now you don't need it, but the reality is you craft junk gear and wear it instead of your current gear.
1c) Make all gear able to be slotted with materia. Crafted gear, dungeon drops, everything. No one uses crafted gear, because it's by definition subpar, so materia should be able to go into all gear. You could use materia to create interesting effects, instead of just a way to min/max the gear with stats to your liking. I'd actually rather see materia have cool effects or abilities than add to stats, anyway.
2) Make crafted gear at least somewhat relevant, somehow. If crafted gear is never any good, no one will care about it, as it's totally unnecessary and not even useful. In 2.2, for example, you're basically given free iLVL 100 gear just for doing super easy dungeons each week. And crafted gear is even worse than that, yet it takes way more effort to get crafted gear. It would make way more sense if crafted gear was the absolute best gear APART from the very more difficult dungeons, so there was a reason to get it: to help you get that best gear. Or at least some gear pieces could be good, or at least on par, with the "freebies". So, if for example, the current crafted gear was iLVL 100 instead of iLVL 90, it would be at least somewhat relevant until you started clearing Coil and getting iLVL 110 stuff.
3) Make crafted materials come from a less universal location. In FFXI, a lot of good materials came from raid content, BCNMs, NMs, etc. In FFXIV, it just comes from spending myth. So EVERYONE has access to the best crafting materials. It just takes time. Instead, we need it to take some skill. Like if we had BCNM style content that you had to purchase your way in with beastman currency, and then had to clear an at least somewhat challenging encounter to get the crafting material. This, more than anything, would really drive the economy in a positive direction.