Hi Community, Hi SE,

The relationship between players and gathering should be simple.
Player spends X hours mindlessly or skillfully doing an activity.
This activity rewards items which are of value to other players.

Normally, and I may just be speaking for myself, I go gathering when I'm waiting for my DPS queue timer to pop.
This gives me a reason to stay interested in the game when I would otherwise be bored or prevented from doing other things I like. (Chocobo racing)

Timer based gathering defeats the purpose of this.
1) To timer gather, you spend exorbitant amounts on teleport fees. Even more so after the 4.0 patch, since you can easily spend 999g each way.

2) If you don't want to teleport or want one specific item, you are stuck with nothing to do for 20 minutes or more.

3) No one expects gathering to be fun. We expect it to be rewarding in ways that are fun/profitable later. I would love to watch anime of Scrubs while gathering, but I'm too busy sweating timers. This is stressful.
Stressful means less time I want to spend doing something.

Positive feedback:
Instead of artificially inflating the value of items through timer gathering, consider lowering the gather rate.
Create rewards systems that benefit skilled players:
Player managed to get 6/6 on a hard node? Free GP
Player successfully gathers one of each on a node? More free gp or increased hits.

Instead of punishing players for "good" behaviour, game it and reward it.