One thing which has been bothering me this expansion was development said they wanted to remove the massive punishment for NQ vs HQ. Right now this just isn't true with the stats on the new crafting gear and materia availability. And infact due to materia V nonavailability this problem has gotten worse.
Simply put what I would like to see is HQ equipment should be relatively trivial to max the stats with materia, it should be cheep and easy representing the true time and craftsmanship put in by the crafter to reach such an awesome item. Likewise with NQ equipment it should be reasonable to max the stats with materia, but notably more costly (similar to how difficult HQ gear is to max now minus this mess with V crafting/gathering materia). This would allow NQ equipment to still have value, but require additional post effort to make it "usable". If I were to implement the above change... I would also moderately increase the difficulty curve to reach HQ! This would seam perfectly reasonable if both qualities are truly usable.
Doing the above would GREATLY alleviate hatred toward crafting token systems where pinnacle items are earned. It would suddenly make HQs feel rewarding, while NQ something you can accept. Likewise if the difficulty for HQ was increased properly, suddenly HQ items would really seem special.
---
Such a system could even evolve farther to have a grade of PQ (perfect quality) only achievable if you were to hit something like 20-40% excess quality, creating an item which requires no materia. While I recognize something like this would require notable additional programming, one should immediately recognize the rewards of such a system. Players crafting would feel less risk, and instead be rewarded with more FUN. Likewise crafters with less gear and equipment would feel more functional and less scared to enter crafting... but on the other hand crafters with incredible gear would have the fun of chasing after Perfect Quality items each week.
Anyway just something I've been thinking about lately in regards to what is a terrible NQ/HQ system right now (which only punishes users, rather than grants fun rewards for doing well). What do you all think?
---
Side thought which was occurring me as I was dozing off to sleep. They could greatly simplify the system and make it so that NQ, HQ (and a lovely PQ) all had the same stats... but higher qualities had more guaranteed meld slots. One could easily envision NQ items always having 1-2 meld slots, HQ having 3-4, while PQ would always have 5. This would simplify the stats for everyone (the optimal melds would be the same for all qualities), but the melding experience would be greatly easier for higher quality items. This would make buying/selling NQ vs HQ (and other quality) stupid trivial for buyers and sellers. Anyone at a glance could tell the difference between something sold and if the melds were competitive with other listings (regardless of quality). And again higher quality would be a reward to the crafter since less required melds makes your item worth more.