Ok so I have an idea (actually 2 ideas, but I'm not sure of the viability of one of them) regarding materia melding. This by no means is set-in-stone or anything, I'm just putting this on the forums to allows player feedback. As such, please be courteous and respectful of opinions (I hate that I have to say this) of other's input(s), including my own.
I believe that materia in this game was designed as sort of an afterthought. That is to say that materia is not truly important in this game, but something that was added to ease certain things. For instance, battle classes do not NEED materia melds (notice I said "NEED" not want; yes this applies to tanks) to complete content. In fact, before the recent-ish information about materia changes that should be coming in 3.2, it was severely underutilized. The Novus step of the old relic process used materia, but otherwise it just sat on the MB or in inventories. However, there were 2 class-types that used materia fervently. They were crafting classes and gathering classes. In those regards, materia played an IMPORTANT role in the success of those classes. This is especially true when we remember that to craft/gather certain items, one needs to meet a specific stat threshold which could only (in some instances) be gained with the use of materia. This item of note brings me to my actually purpose for this thread. Feel free to respectfully debate my proposal.
1. This is the option that I believe is quite viable and, possibly easy to implement. I would propose that when melding crafting or gathering materia melds become easier. This can be done by giving crafting/gathering materia a bonus success rate when melding. For example, when overmelding the 1st overmeld is always 35% (I'm not actually certain that is the case, but let's say it is for this example), then when melding a Control IV the success rate is boosted +15%. Therefore, the 1st overmeld is would be 50% success versus 35%. This can be the same +15% for all crafting/gathering materia. So the 4th overmeld would 22% instead of 7%.
2. This option I would rather have instead of the option 1, but I don't know if it is viable or something that can be implement quickly enough to make an impact. This idea is to change the way materia melding is done. The idea is that melds are done in such a way that 10% chance mean you will ALWAYS succeed one out of 10 chances. To do that, however, a system must be in place to account for all the past failures. A scenario would be: If you wanted to meld Control II into the 5th and final meld spot. Let's say that has a 9% success rate. If you fail the first time (and we all know you will), the next time would be 9%+9%, so it would be 18%. Again, you'll probably fail, so add another 9%. Eventually, at the 11th try, you'll be at 99%. BY now, you should have already been successful, but supposing you haven't been, which is very likely in the current system, if you aren't successful this (11th) try, the additional 9% would place you at 100% (since you cannot be over 100%) thus you know you will succeed.
I will say that the 2nd idea would need a massive overhaul of the materia melding system, almost to the point of making it instanced. It would have to take into account that the materia cannot be changed, so no switching to a higher tier materia on the attempt you know will succeed. I guess that could be done similar to the mini-cacpot in the Gold Saucer; basically, once a meld fails, an option would display asking to try again, if not selecting "yes" then the entire system would reset to default values. So if you run out of materia or carbonized matter, or you select "no" on accident, or anything else besides meld, you're SOL.
Again, these changes would only apply to crafting and gathering materia. Moreover, I think this would ease the need for an excessive amount of materia just to meld one piece of gear. The issue I see with this is the economic balance. However, I would say that it is incredibly difficult to reasonably gain crafting/gathering materia since 3.0 with the previous avenues (Urth's Fount) lessening their effectiveness.
Please, feel free to respectfully debate, offer suggestions, or criticize my proposals. I understand there will be push-back regarding how this will affect markets. Likewise it may make crafting too accessible to everyone, which I actually don't think is a bad idea. I'm just thinking of a way to help casual players, or those new to crafting/gathering, to be able to achieve the necessary requirements to actually make/gather items.
TLDR: Ease crafting/gathering materia melds by (option 1) adding a bonus percent to success rate OR (option 2) take into account all attempts to melding, so a 10% is truly 1 out of 10, by adding the initial success percent to the current success percent.