Personally I find these unfun:I really hope we get a good design for end-game crafting. End-game for crafters shouldn't end when you get that 5% meld completed. Macro crafting should be non-existent in the end-game. The best items, most coveted products, should all require actual understanding of your rotation and a stat build to go with that rotation. And to remove macros from the end-game market supply chain, some new mechanics need to be built into crafting.
- Relying on luck even with theoretical best gear and rotation: this only leads to frustration.
- Relying on gear but once you invest the tens of millions it's all just macro crafting: this is boring.
Otherwise crafting will forever just be a hurdle to making gil. One that can be easily overcome by just copy-pasting builds and macros from the Internet and spending time activating those macros.