Quote Originally Posted by Kabooa View Post
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Some of your points are valid, but you completely miss the point. Dungeon gil is an incentive to run dungeons. If you remove repair and reduce dungeon gil, that doesnt feel like balance. That feels like "we are getting less Gil from dungeons. That lowers incentive and accessibility of making gil.

As for crafter's, speaking as someone who levelled crafter's just to repair in instances, I'll say that repairing is a huge incentive for crafting. Your point is moot because there are people out there such as myself that care more about that convenience than collectables and glamour.

The last thing I will say that the repair system is poor you are correct. What in advocating for is to IMPROVE the system, not remove it. Having greater detriments and benefits to how your gear is repaired, make it cost more but allow others to repair gear for you, there are many things you can do to make the feature take front stage more, and have it actually mean something as a Gil sink, and crafting mechanic, rather than allowing it to stagnate and become redundant as you so clearly illustrate