I can help with this.
1. The ability to be everything artificially inflates how many Crafters of each type there are. What this means is that it removes a potential time gate from being an 'omnicrafter'. I doubt many of us would have bothered to be omnicrafters if we had to do the MSQ -8 different times-, and I for certain wouldn't invest in 7 MSQ / Job Skips. This has all sorts of design ramifications but for the basic point, it's one of two major reasons that beyond first-week of patches dropping that materials and most standard items tank. No one is going to spend a high mark up on something they can make themselves. I was selling Dwarven Cotton for 90k per HQ the first week of official release. And only because people hadn't leveled Weaver yet and didn't feel like waiting for whatever project they were working in.
now that -everyone- has weaver maxed again, the price reflects raw materials and a small premium for the time save. However if you cut down the amount of weavers by 87%, odds are Dwarven Cloth, and all other relevant wares, would be more profitable to make -for the weaver-, balanced out by the weaver now having to go elsewhere for their materials. Or spend 60 hours / dollars per profession they also want maxed out.
2. This is the second reason. Raw materials are theoretically limited only by the people going out to gather them, where as in some games, there is a finite amount that can be gathered at any time, period. If two people are farming Copper in Elwynn Forest, there's no copper for you. If a million players in FF14 are farming copper, then there's now more copper than anyone will ever need.
Bot gatherers in turn may not inconvenience the individual in this way but they certainly hit the end price of raw materials. How is this relevant to crafters? It greatly lowers the time investment since materials are so plentiful that literally every tier of material has about the same price, fluctuating only by what's in demand at any given time. Level 30 materials have the same market value as level 70 materials. The vast availability of resources, that in turn lead to the profit margins a crafter can enjoy, also leads to the large amount of people who leveled crafters so they don't have to deal with the market.
3. I don't have anything to say here. Server wide markets are for the player and I am a player. If you don't have a server wide market, you have an unofficial hub that people visit the most, and you effectively have a server wide market anyways. The Ole Undercity / Ironforge if you will.
4. Uh, actually, if memory serves, the forums were filled with people with pentamelded gear complaining that their 30mil+ pentamelds were wasted. Wasn't no casual complaining about that, let me tell you.
5. Materials influence substats on the final gear piece. This way you can remove the HQ tag and remove the need to add -more- materials. Who needs 18 types of iron.
6. The inability to customize the items you create ultimately means your items are only worthwhile if they match up with people want. If you're crafting for a Summoner but every piece has spell speed, guess there's nothing of value for them.
7. Items don't permanently break or disappear unless we're talking materia conversion, which is largely obsolete for combat classes. This means there is a hard limit to how many items go out. The healthiest crafting systems include permanent durability decreases so that an item, even well cared for, must be replaced. These type of systems rarely are in themepark MMOs like FF14 and WoW, however. You need only look at Breath of the Wild for how frustrating watching your Omega Weapon break can be.



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