One of the things that annoyed me in early crafting was that I noted down all the core materials and their resultant synthesis to make the materials to synthesize to make better gear to use for crafting. I'd go out and harvest ore, wood and the other components I'd need then begin turning those core materials into the next stage of materials. What annoyed me was the Rank 7 hammer I was trying to make, I could make the hammerhead at rank 10 blacksmith, but i couldn't make the hammer handle at rank 10 carpentry. When I checked the recipe, I had to be rank 24 Carpentry to make the handle.

So I went to the market wards to buy one instead only to find no one sold one of my optimal rank, and that all the ones nearest to my optimal were all extortionate prices, where as end-game rank 50 ones were the cheapest.

This is the problem with crafting, you can't make anything that would sell at low level because you don't have a high enough rank, and when you do have a high enough rank there's no point making them because they'll give you hardly any SP at all, and you can't sell them for crazy prices in the wards either because a new player wouldn't ever be able to afford more than about 5-10,000 gil at that kind of level.

I loved how many materials there were and how to get them, and I'm going to love trying to get their HQ version after 1.19, but they really did needed to fix the recipes to make it more fair for crafters just starting and even the prices out in the market wards on low level stuff by making it a little bit easier to make.

Easy to make = make lots = sell for cheaper price = better market ward prices for low level players = more low level players enjoying the game = less likely to leave.

That's how I'd calculate the logic for it anyways.