1. We're making assumptions again. I think if Delicate and Prudent didn't exist, we'd still see ourselves in a similar point. Copying a macro has nothing to do with the actions involved - A macro is a macro, and all you need is the stat thresh hold to use them. Macros are shared readily and widely, and even should those two abilities not exist, macros would still be made. They'd look different than now, but they'd still be made. Crafting difficulty largely doesn't change. If anything, the presence of those abilities simply narrowed how many macros you have to keep on hand.
I personally don't consider having 6 different macros more difficult than having 1.
2. The natural progression of this game is that, even at a few hours a week, over the life time of an expansion you can max out everything. Battle classes, gatherers, crafters. Given that content droughts exist, those who have leveled every battle job are going to move to what's left. The ARR area of crafting has not changed significantly from before. The amount of effort required to level it prior is basically the same as now. They even specifically called out the ARR area of crafting as an area they want to improve.
The amount of "effort" to get to max level has not changed. Those going 1-50 are putting in the same effort, while every bracket thereafter benefits from much more friendly design of progression, with crafter dailies aiding as well, which we have all benefited from, minus crafter dailies for the early Omnis.
Effectively, their point of entry into the market isn't unearned. If anything, those starting up now have to put in a greater amount of concentrated effort compared to those of us already at the starting line - Our max level gear carries over into new expansions, effectively rendering an annoying part of crafter progression between expansions moot, as our dead zone of progression generally only lasts for the first level, while those who, for example, hit 50, are at a significant disadvantage for Heavensward crafting.
That concentrated effort, for us, was slowly done over the course of the current expansion. It takes -less- effort in the moment for us to reach current end-game than someone starting up.
3. I mostly agree that if it isn't worth the time it isn't worth doing. I generally only focus on the first week of a given patch myself, but that's been my MO since Heavensward. I'll take 3200% returns, and once that tapers off I skuddle off to sit on my gil pile fit for a lizard. Gil's worthless, but having a nice stockpile has its appeal. It's your high score, I won't tell you what to be happy with, but you make a lot of assumptions in this thread. Let me offer one of my own
I think the more likely reason that -gear- isn't selling is because the people coming in aren't flooding the market, they're just providing for themselves. That's one less person to buy, and, if they're anything like me, they also craft for friends for materials, which is also less people to buy. Casual crafters don't generally engage in the day to day market game. A 5% return isn't worth it. A 25% return isn't worth it. But crafting your own gear, and making stuff for friends? Totally worth it.
Stuff that has around a 100-300% mark up is where a casual takes more interest. They have limited time, so they go for what returns the most. Definitely won't be the people trying to sell Facet 3 months after the tier dropped.
Oh - and some of those crafters did it just to repair.
4. I know I've said this before, but 2.0 wasn't difficult. it was tedious and gated. We should stop holding that up as the gold standard to aim for. The base crafting system of FF14 is its own worst enemies when it comes to a healthy market game, and the moment Heavensward tried to remedy that, it got the biggest backfire I've ever seen. Some of it earned (Favors), some of it not (Specialists).
To give you some examples of how FF14 chokes itself.
A) Everyone can be everything. The part people like the most is also what harms it.
B) Resources are infinite. The exception being time gated resources (1 node per player per 36 minutes). For the most part, resources (Thanks to Bots) are effectively limitless while demand for the end result is not.
C) The crafting process is a Mathematical Equation. It can be -solved- and once it is, the solution can be replicated with basically 99.9% frequency.
D) Gear is permanent, putting a hard cap on how much useful gear can be crafted.
E) Consumables are de-emphasized compared to other games.
F) Cross class actions ensure every craft is the same, no matter what job / item it is.
This is all present in 2.0.