Having spent some time crafting, I feel 1.21 was amazing for making the crafting system a rewarding experience.
Quality matters in the leveling process, abilities may be used more strategically, items aren't constantly destabilizing for no reason and the player has time to think out their next move.
That said, I feel there's two final issues that need to be addressed: static access to leves and "one-class-melds-all."
Static Access
Battle classes get it. As do DoLs. So why do DoHs have to spend hours not playing their class just to gain exp?
Crafting leves seem plentiful at first. But around level 30, a huge issue arises. Those leves are either below a worthwhile level or just not there at all.
By level 40 it's rare for a crafter to get any leves that would net them any reasonable experience. Heck, since I crested 40 with my carpenter, I've yet to see a level 40 leve.
Which means my carpenter, now 42, has to resort to repeating the same simple recipe over and over. I've been making Ash Masks for a long time now and will have to do so all the way to 50.
But due to the unbalanced economy, materials are severely overpriced. That means that in order to level a DoH a player has two choices: level a DoH or bite the bullet and farm Gil to afford the cost of mats.
This is further compounded by the need for shards. A stack of which may cost upwards of 200,000 Gil and may last only a portion of a level.
That's a lot of time spent not playing a class you want to play for little return in the end.
Now I'm not saying leveling a DoH needs to be easier or faster. Just that if someone wants to level a Weaver they should have the means to do just that. It feels more like actual game play if I get an order, make the item and travel out to deliver it.
But if static access offers "too much exp too quick" I'd be content with a lowering of the total exp per leve. After all, the point of the idea is to play a craft, not just to cap out as quick as possible.
One-class-melds-all
You wouldn't take your shirt to a cook and ask them to upgrade it, right?
But the thing is, you don't use the tools of the trade to affix materia. Before I go further, let's look at the key items.
Originally Posted by Materia Assimilator
From the descriptions, it's clear that both processes use their own unique tools. Yet one can be performed by any class at any level and the other requires two specific conditions be met -- level and class.Originally Posted by Materia Melder
I suggest removing the class requirement but retaining the level requirement. Instead of a class requirement, it should be changed to "a Disciple of the Hand of level X." The idea being that it still takes some level of skill to use the melder, but that the melder is no different when used by a carpenter than when it is used by a blacksmith.
This will help prevent issues that may devaluate a player's efforts. Let's say a lancer wants to meld the best possible lance. They take their time and level carpenter and start the process of trying to multi-meld an HQ weapon. But a patch comes along with some new recipes and the best lance now is made, and thus melded, by blacksmith.
Now that lancer either has to level a whole new craft or or go back to square one of giving expensive items to strangers in hopes they're an honest person. Either way, their craft now is less useful to them as a whole character.
Of course, SE could come out and say "LNC/ARC/CNJ weapons will always be Crp, THM/PUG will always be GSM, and GLA/MRD will always be BSM." But that's already. Of the case. Although unmeldable, Ifrit weapons were all GSM. PUG has weapons from LTH, GSM and BSM. It adds to the world to have weapon creation vary.
Conclusion
Both of these ideas are focused on one thing: balancing the economy. Currently, the economy is driven by overpriced materials.
But how did we get there? Simple, overcrowding.
When the game was released, the rate at which durability degraded necessitated leveling crafts based on a player's chosen main battle class. Thankfully, steps were taken to nullify that sense. Freeing players to level crafts at will, if at all.
Until materia.
Now to be a properly-geared player, we have two choices: level crafts or trust high-priced items in the hands of strangers.
But because leveling crafts is dependabt of mass crafting recipes repetitively, the player is further necessitated to level at least on supporting DoL, if not all three.
So now we have people who are leveling multiple DoLs and DoHs just for the act of melding.
That's why I feel these two ideas go hand-in-hand.
These combined would allow a player to level one craft, free of leveling a DoL, to meld their own gear. Thus reducing the total number of crafts and gathered competing in the wards.
Furthermore, it frees a player to not feel obligated to level a DoH at all. Everyone knows at least one person with one craft at 50 they can trust enough with expensive melds.
The impact on the economy would be that there would be a more natural level of suppliers and buyers. Because right now it's not a matter of "Where is there a need" but "What do I need?"
TL;DR
Static access to leves means fewer total DoLs in the market. One-DoH-melds-all means fewer total DoHs in the market. Combined they make for a more natural economy governed by supply and demand opposed to the current one where an inflated amount of craters and suppliers toss their overpriced scraps in the wards and forget them.