I've had 20% Materia melds fail 30+ times before a success (yes it's happened on more than one occasion). I've failed 5 Hasty Touches with Steady Hand II in a row. I've also pentamelded using 6 materia total and gone an entire synth without failing a single Hasty/Rapid Synth. Troll the forums and you will find plenty of threads of similar stories, so if you've never experienced shit like this then more power to you for having the easiest time in the world crafting in FFXIV. Your last statement is fine if all you are doing is mass producing Wootz Ingots, but with 2* crafting you are kind of SoL if you get stellar RNG on the Ingots and Lumber but fail half of your Hasty Touches on the 2* Off hand you are trying to craft. This is where it falls short of 4* crafting. Unless you are using HQ aethersands (pure RNG time sink), you need about 9-10 IQ stacks to get 90+% meaning in a rotation where you can make 11 touch attempts you have minimal room for error. Compare this to 4* where full HQ starting mats on a final product would mean 6-7 IQ stacks would yield a 100%, but the trade off was that the ingots/lumber needed to be HQ'd from 0 initial quality. Your reward for mass producing base materials was a greater margin for error in the final product.
Yes, and to clarify this is mostly aimed at things like food/potions that you need lots of and need to be HQ. NQ Draconic potions are on par with HQ X-Potions (which come in stacks of 3). In WoW/Rift there is no HQing, so you can basically craft the food and potions for an entire raid with quick synth, something that would take hours of tedious crafting to do in FFXIV.
Making potions and food in a game shouldn't feel like a chore.
To my knowledge only auto attacks can crit. The difference is as a tank/healer I can look at why I died and think of things I could've done to prevent that: 1) healer could've kept me topped off, 2) I could put on more fending accessories, 3) I could time my CDs better during heavy AoE phases etc. When I fail a synthesis because I failed an 80% chance 5 times in a row what constructive thought process can the player go through? At best: 1) get more CP to get an extra touch attempts to "lessen" the effect of RNG, 2) Rethink your rotation. CP will only take you so far as it has a hard cap and unless a rotation exists that eliminates Hasty Touch completely this really isn't changing much.
One last thing, RNG isn't bad by itself. The Good/Excellent conditions I think are fine RNG because it's something the player actively reacts to and I'd love to see more crafting mechanics where "something" happens and I need to choose how best to react to it. Success Rates are lazy RNG design and it's the equivalent of trying to DPS in a raid where you don't meet the accuracy cap. If Craftsmanship/Control raised success rate for associated skills I might actually treat these as useful stats instead of accuracy caps to reach and forget about.