To be clear, I’m not against the idea of creating efficient rotations when you have already mastered the system and the game allows you to gear for it. SB allows you to over-gear for even the latest crafts making everything very macro friendly from all NQ mats. Unfortunately, this also means that anyone can copy someone’s macro and craft as effectively.
I believe that there is an over-reliance on the web-based simulator as the be all and end all learning tool. It’s not a great tool if you have to craft under conditions where you really had to utilize procs for good results/freehand craft (unless you incorporate a million what if scenarios). Hence, that’s the reason why macros gave subpar results back in ARR (unless you consider reclaiming 1/3 of the time to be acceptable…). That said, a crafter’s striking dummy would be highly useful as a learning tool for freehand crafting and I’d vote for it.
In the case of the i320s as I mentioned previously, at the min requirements, no matter how much you tweak a rotation using the simulator, you’re not going to get the greatest results because you’re not incorporating all of the CP required to HQ it effectively (earned through procs, etc). Effective static rotations only became possible once you obtained the new gear. If a crafter relied on the simulator and the game forced you to craft the latest tiered crafts under similar conditions, a crafter who relied on simulators would never learn it correctly. ARR master 2 tokens and 4* was kind of like that to a certain extent.
SB is tuned toward mass market crafts. While I think there is a place for both mass market and high-end crafts (where you have to freehand them for high HQ rates), if the majority of players copy a macro, there probably won’t be high end crafts again other than ones that require rare drops (high end only due to scarcity).
In the end, I think it boils down to opinion too. I don’t find creating efficient rotations when way above the min requirements to be very satisfying. Yes, you could produce crafts a bit more efficiently than the next crafter’s rotation/macro, but the difference isn’t great. On my server right now, some crafts are being sold at a 30% profit only (based on raw mat prices) and supply still exceeds demand. If there were also crafts with similar difficulty to the i320 Doh/Dol gear on release and forced you to craft from all NQ and min requirements, I think you’ll find that you’ll quickly outproduce the player who hasn’t learned how to freehand them. It’s what happened back in ARR and even HW.
You also can’t treat anything under 100% as a failure. Especially, in ARR where it was impossible to guarantee an HQ, a solid crafting methodology works fine. Even with my i320 example, if it’s impossible to guarantee an HQ but you’re getting 100% sixty percent of the time, 90-95%, 35% of the time, and 5% eighty percent of the time, at the end of the day, it’s an overall 95% yield and you’ll on average only get 1 NQ per 19 HQs. It’s not going to make a dent especially as crafters (majority in ARR and HW from my experience although that could be server dependent), will either be producing very slowly or producing NQ after NQ.
What I find fun is a craft where it’s impossible to guarantee 100% and you have to constantly think. There also has to be logic and strategy behind your approach (it can’t be random or simply hammering out x number of touches). I was quite surprised that although the i320 2* crafter gear was easy even with all NQs and i290 gear, I found them more fun than anything in HW due to the vast pool of abilities at your disposal. I think interesting crafts can be created using the SB system, but we generally won’t see them.

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