While I don't want >>hard<< content, I also don't want content that auto-completes or defeats itself just be my being there. I think there is something to be said for a "happy medium" of difficulty.
Bosses' abilities should hurt but not be instagib. So the player respects and plays around them but has a chance to learn w/o getting his butt handed to them every time he fails. What buttons I press with my job and whether my gear is up to snuff should matter somewhat.
Take Expert dungeons as an example: right now they are a complete snooze fest. I don't want criterion level dungeons but I would like ARR level dungeons back. Make bosses a bit meaner, remove the goddamn walls every 2 trashpacks so tanks can go ham and assess themselves how much trash they can manage and I as a healer can actually heal. And for crying out loud, increase the goddamn pool. Why is it only the last 2? So bloody repetitive.
I feel that the 8 man normal raids are in a relatively good spot right now. Shit you need to take somewhat serious but not overly punishing so DF groups can't complete it. Though I wish SE would loosen up on the "you have to remember/predict this attack, you do not get to react on the fly!" kind of mechanics. Especially the: "lets cleave the room in half"... seems to be their new favorite toy, lol. It's not that they are hard... they are just annoying to deal with.
Ofc keep in mind: I am biased by being an experienced ex raider. So my "happy medium" may already be too much for many folks.
Difficulty levels can help but these come with troubles of their own.
E.g.: Serious-Expert™ dungeons. A meaner version of standard experts. Put in too little and no one does it. Put in too much and folks that are not suitable feel pressured into it. Damned if you do, damned if you don't.
It is not. Don't be obtuse.
It takes a shitload of time to level all crafters to be able to craft everything yourself.
It takes time to farm materia even with the script system, it takes time to farm the materials, it takes time to familiarize yourself with the rotations and needed stats to be able to create macros and have a proper HQ success rate.
Sorry but it is nowhere near a "freebie". If it was, there would be no market for crafters at all because everyone would just "grab the freebie". You need to step out of your hardcore Omnicrafter bubble and see how this whole endeavor looks to a person just starting out.
Yeah sorry but I refuse to call RNG based Desynthesis and CG seal grinds "systems". There really is no difference, it's the same thing just with a different coat of paint. Especially GC seals. LOL. It's literally "craft stuff to get currency". Sound familiar? Oh yeah that's script!
I do agree that crafting difficult items for Mastery books was more immersive and fun as opposed to just spamming a lowbob collectible.
No the reason for the state of gatherers is because SE sucks at node distribution. When doing all the current craft/gathering gear you need 400 items from the same node and maybe 150 from the others. Naturally such an imbalanced distribution will leave you in a spot where you have to wait for that one node. Gathering is much more fun when you need all materials and basically hop to a new location every 5 minutes, sometimes even needing Cordials for the GP to keep up.