I get what you are saying but I think desynth killed it for me the day that GSM was the only reliable source of mastercraft demimateria. When it comes to leveling desynths the balance is horribly off. ALC and BSM are two of my desynths (ARM is the third) and comparing the cost of leveling those compared to GSM is a joke.
Aetherial Reduction is what desynth should've been from the beginning. The leveling, the gil sink, and the lack of balance killed it for me. It doesn't end at desynth either. It took them until the expansion to realize that the recipe balance between classes was trash.
You bring up a lot of good points.
1) The dependence on unspoiled nodes, hidden/rare materials and increased raw materials per synth I think is their push to add longevity to a full time gatherer. Unspoiled mats were really the only gathered mats worth selling in ARR, especially after beast tribes provided many refined materials below level 40-50. You could argue this is to encourage people to specialize as pure gatherers or pure crafters rather than both.
2) Master recipes being required for quests and leves I really just think is the devs way of including Master book progression into the leveling process.
3) The lack of 1* recipes is baffling. I don't understand why they even had them there for the 2-3 week period before 2* got released, which was the real first tier of * recipes.
4) It's apparent from a design stand point that they wanted people to level DoW to 60 and finish MSQ before even touching DoH/DoL due to the gate on many of the required materials (I'm looking at you Wyvern Skin), hence why they hand out HQ gear in quests. However, I really wonder why crafting exists at all if it's niche is going to be gearing secondary DoW/DoM and making BiS DoH/DoL. Crafting in other MMOs may not be as in-depth, but at least the end products are desired in those games.
5) The shared/reduced timers on nodes is to prevent people from hitting every single unspoiled node like in ARR. Nodes also spawn twice a day (except folklore). I actually liked this design.
I just don't understand their end game for crafting. If they wanted to eliminate omnicrafting, there were better ways to do it. If they wanted to stimulate the economy, there were better ways to do it. The expansion feels like more time was spent on improving DoL gameplay, and I think for the most part they did improve them in making their materials more desired. However, they seem like they just phoned it in on the DoH aspect. The specialist system promised much, but delivered very little in terms of any attempt changing the meta up or giving purpose to many of the base skills.