If anyone has not read the recent and lengthy post on the subjects of the future of land/hand classes, housing, new features, etc. I have posted the link below, and after reading, would like to bring up some aspects of the gathering system not mentioned :::
Official Translation by Bayohne
In the future, would any miners, botanists, or fishers like the idea of having new special/rarer nodes found underground in cave systems, in appropriate areas, or simply in dangerous areas with monsters to avoid in order to obtain the precious materials?
The three gathering systems being outside (which I don't understand for mining to begin with), being at the same camps, the same leves, and nothing to diversify them aside from the appearance of the gathering mini-game is not an enjoyable experience.
The idea of continuing this pattern, starting with grade 6 in the next level-range area, around the 50+ camps, doing the grind again fills me with dread.
The system in XI with regards to location was PERFECT. Ifrit's Cauldron for the rarest ores, Mamook for the bloodlogs, and fishing was too diverse with rare fish for me to even exemplify.
The current system is the old XIV-style, and doesn't take into account the coming diversification of regions as well. The locations and environments need to make sense, and evolve from the "half-assed" version that was pushed out from XIV's start.
Mining should be in MINES (quarrying can remain outside), logging is working fine (but could use new aspects like a Boyahda Tree or Sanctuary for special items), and fishing should be more diverse than the grade 1-5 you must fish here formula.
Could we please move away from the camp-based system?
I am truly appreciative of the improvements to come, but want the gathering system to evolve to its true potential ^^
TLDR:
Diversification of the gathering system, nodes in appropriate environments, less copy-paste based around camps formula
**Edit** Bolded main point for emphasis, removed rambling ideas