Yet if you clear whatever Savage fight was necessary and then join a group that then clears TOP, you will walk away with your funky glowy weapon. You're not going to be told "oh, so sorry that you've met all the requirements but your funky glowing weapon is out of stock. Please wait until one becomes available and then clear TOP again to get another chance to win it in a lottery against all the other players who also want that funky glowing weapon we're out of".
All the prevents a player from their Ultimate Weapon is their willingness/ability to go to the effort needed to earn it.
That is not true with housing, where there are artificial limits on how many players can get a specific plot because of a ward system being used. Plenty of players have gone to the effort needed to earn the house they want but they cannot get it because there are none available.
I agree that those that only say "there isn't enough housing" are misrepresenting the situation if what they really mean is "I can't get the specific size/location I want".
With respect to FC housing, I think the choices for housing should be the same regardless of whether it's for a FC or an individual player. Not every FC wants a large. Not every player wants a small. The biggest fix they could make for FC housing is to simply detach the workshop from housing and attach to another location in the game, with the GC headquarters being the most fitting location. Do that and the sub farmers have no need to purchase a house just to get more workshops. Free up those houses, and SE would have a much better idea of what true FC demand is, which in turn could allow them to make more plots available to individual buyers.
Or better yet, create a serious fully instanced housing system. Again, wards don't need to be removed. With no need for demolition when it comes to instanced housing, SE could increase the demolition timer from the current 45 days to as long as a year for those that are attached to the ward aesthetic. With the way wards constantly use up server resources, it still makes sense to have demolition but on a longer timer so they're not left with wards running that never have owners entering.
As for every player running private sub farms, I can think of only two things that make it a problem: each separate workshop requires a house, and salvaged accessories. The first should be fairly obvious as to it's a problem for the housing system. The second isn't currently the problem that some make it sound on the gil side because that gil is generally being hoarded and not placed back into general circulation. It would become a problem if every player was farming salvaged accessories though because the average player would be putting the gil back into circulation.
Removing Salvaged Accessories and setting the sell to vendor price of all other items to under 200 gil (which is the majority of them, only a few have a higher vendor value) would take care of the gil concern. Players could still run their sub farms to get the minions/orchestrion rolls/furnishings/etc. that they want, which is what most are after when they complain about workshops specifically and not the impact of workshops on housing. There would still be players not interested in the hassle of setting up the workshop who would pay to buy voyage loot but the marketboard prices for most voyage loot would drop rapidly as players obtained it for themselves.