If they want to address issues, I'd rather see it in more creative ways than a new Cordial rank. An UltraCordial that restores 600gp on 3min CD would be useful, sure, but it'd also be pretty boring. Something more akin to the Relic trait, the one that has a chance to decrease Precision/Powerful Hookset costs by 50%, seems interesting and novel. If we could get like, relic armors for crafters/gatherers that have special effects when you have more pieces/more upgraded forms of them, that'd be a cool way to do progression for crafters. Effects like 'Manipulation now lasts 2 turns longer', 'Innovation's Touch bonus % is increased to 75%', 'Rapid Synthesis is guaranteed to succeed for the first use in a craft', stuff like that, which slightly changes up what we can do. And then for gatherers it'd be stuff like 'Wise to the World has a chance to proc another Wise to the World' or 'the crystal yield increase move (forgot it's name) now increases yield based on perception (up to 10 bonus yield)' to make that more useful to people

And then for fishing, Power/Precise Hookset costs being reduced, on a 'chance' that is not even shown, is kinda 'testing the waters' I assume. I'd expect to see stuff like 'Patience 1 now lasts 145s like Patience 2', 'Patience 2 completely guarantees caught fish will be Large-Size (HQ)', 'Electric Current can now be used at 7 catches instead of 10', stuff like that. If we make stuff that is costing us so much GP, get bonus effects that help with it, then we address the issue in a more interesting and creative way.

I actually posted (in a different section) the idea of, instead of getting Materia 11 and 12s next expansion, a side-progression system called High Materia. You'd only get to meld one per job, to the weapon, and you'd have a selection of 'traits' to choose from that are, not necessary per se, but give choice to change your playstyle a little bit. Stuff like being able to choose, as a Sage, 'more Kardia healing', 'less Kardia healing but it's now AOE', or 'Pneuma now has 2 charges', stuff like that. So I guess the same thing could be done with crafters and gatherers: give them a choice of 3-4 different 'traits' to swap between. If you're going for a big fish that is a direct catch type (so you can chum-spam), a trait that makes Chum last for the next 3 catches instead of 1 might be good. Or, if you're going for Ruby Dragon or other mooch-monsters, a trait that says 'Mooch 1 can now be also used with NQ fish, but costs 250gp to do so' gives an extra potential leeway with the mooch chains, stuff like that