I'd like an update to the economy system in FFXIV. Currently, the only profitable way to make gil via crafting and gathering is to use the Market Board. Many materials sell for 1-16 gil and I feel that it is not enough for a base profit when the material costs 200-300 at an NPC. Selling at an NPC should provide enough gil on its own to make it a viable way to make gil, though it should not be as viable as selling on the Market Board or running the various activities like maps and roulettes to prevent killing the player to player economy.
What I propose is this: If an NPC sells an item/material, you should be able to sell the same item back for 2/3rd of the price they sell for, rounded to the nearest gil. If you sell a high quality item to an NPC, it would be reasonable to sell to the NPC for the same price they charge for it though 3/4th of the price would also be reasonable, again rounded to the nearest gil. There are certain jobs getting left behind in terms of selling due to how the supply and demand is in the game so making a change like this would help those jobs being worthwhile in terms of a financial perspective.
My suggestion for the profit of gathered materials that are not sold by an NPC would be a price range based on level of material and rarity. Timed materials sell for the most, hidden materials below that and regular materials sell for the base amount. The system in Island Sanctuary would be interesting as a base as well where there is a, from what I understand, randomized simulation of supply and demand.
The goal of these changes, again, is to provide a base profit that will make it worthwhile economically to gather materials outside of what the player to player economy is offering. This would affect prices on the Market Board by keeping them above a certain price, but the crafters and gatherers aren't relying on it to make a decent profit.