I had made this suggestion in some other thread. and have decided to flesh it out a bit more and give it its own home.

Crafting and item life cycle.

In the use of Ingreditent, Items and Gear, and Materia there is still a noticable wall that creeps up that effectively freezes the cycle of use and loss. That being despite the loss of items via spirit bonding a large portion of materia stays in the system and collects and then devalues. At a point the sheer count of available materia overcomes the need for more. Especially in lower tier materia.

Consuming Materia.
One of the main issues is that despite the use of materia, there is very little consumption of materia. With attempts for multiple melding and possible loss there seems to be too little attempts for the materia in circulation. The loss of materia being used for multiple melds also removes items from the mix.

This could be seen as a boon to the Gathering and crafting sections of the cycle, however the risk is as i've observed now worth the price for the general populace. Thus i belive another option should be available with a muted chance of loss/gain. but in atleast one possability, a guarunteed consumption of the materia, and its removal from circulation, thus making room for more materia to be created.

Potions and consumables.

My first recommendation revolves around Potions and consumable items by adding materia into the mix. (pun intended)

There was discussion about the potency and duration of potions. and how adding rare ingredients could change potions. While i encourage the addition for more for DOL classes to seek and do, i think we should make better use of what they are already bringing us.

By using Materia to augment potions in various ways we create an added effect to the use of materia.

Example: (all numbers are for example purposes only) We have this;

Potion of Dexterity.
Dexterity +22% (max 20) Duration 0:40
Accuracy +24% (max 40) Recast time 3:40

Now we add Dexterity Materia I +5

Mix and produce a potion with Dexterity +25% (max 25)

Or perhaps; Craftman's Command Materia I +1 control

Mix and produce Duration 0:50

What consumables with materia accomplishes.

By combining Materia with a consumable item firstly you accomplish:

Removal of materia from circulation. By adding many possible benefits from the many materia created the ability to somewhat customize potions and other consumables.

Removal of materia. Once materia is placed on Gear or Weapons. that item and its materia stays in circulation. While still an excellent use of materia you do not help cycle the econemy without using materia in a consumable which is designed to be used, and disappear.

Need for new materia. Since consumables are only useful when the effect is used and the item disappears it facilitates the need for additional materia.

Intended effect.

By having many uses for many materia that exit the game through use you then have a need for more materia to produce more potions/consumables.

Thus you have more need for gear to produce more materia and thus the item is destroyed.

And of course you have a increased demand for materials and ingredients for that gear you now need to create.

The added bonus of having improved potions that has been requested from players.
The same type of use could be added to foods and any current or future consumable.

I don't propose this to replace anything in the materia to gear useage.
I propose this to add a benefit to all the materia we don't use for gear. and to create added demand for all DOH and DOL products.

Thank you