There have been a ton of examples. There are lots of times you know you're going to fail a synth before it happens. For example, when you have 40 durability and 15% progress, or 30 durability and 50% progress; if you're crafting for exp, keep going. But if you're going to lose the items anyway, why not stop? The table flipping animation was, indeed, a joke. The thread and dev response aren't about flipping tables. They're about being able to stop a craft mid-session. Maybe a big open world HNM decided to spawn, and you have to teleport to Camp Lalafell's Bane ASAP to help kite, but you just started a craft.
The next difference is that this is a purely optional increase in functionality; if you didn't want to use it, there is absolutely no reason you would have to. If you think you have the best of luck and want to try to make that 30 durability go a long way with well-timed abilities, kudos. Your requests change things for everyone, and not necessarily in a way that everyone finds agreeable. My comment that it's something that you could accomplish if you were on the dev team, means what it means. The decision to have GC gear be a grind is a design choice, not an option that doesn't exist. The same for food; everyone has an opinion about whether or not it's functional, but it's ultimately up to the devs, and we learn to use them the way they want us to. In addition, a lot of us do think that food should last long periods, a minor effect, and be reusable instantly. Medicines should be short, potent, and have a cooldown. However, I don't want to derail this thread. Your opinion differs, but what do you want the devs to do? Make a "New Server 11 (This server's food effects will be more potent and have a long cooldown; medicines will be spammable.)"? Your post is just fine because you're attempting to gauge the community's opinion, but... I'd rather SE get a head start on my beautiful furniture selection for 2.0 than cater/respond to everyones' opinion of how things could work.