Would the question then be whether there is an an actual original concept available to FFXIV that could include these fan service pieces as to not seem out of place? I do honestly think that can be done, though it seems more trouble than it'd be worth.
What annoys me about this trend is that each of these pieces were meant to fit within the whole of another game, one whose world usually largely followed the sub-themes and overlying concepts of that particular game. These more or less organic connections of the components to the larger story is what, in my opinion at least, made Final Fantasy the positive description it's playing on here. To rip pieces out of old games and call that market-selection "Final Fantasy" is as close to the opposite as I can imagine.
That said, it will likely sell based on familiarity, much like a FF community site would sell if it merely offered addictive qualities of teamwork and progression in a world that allows you to play out (a few among) your topics of nostalgia.
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Tangential ----- Please don't tire yourself reading this unless you enjoy developmental strategy comparisons.
As it stands, Eorzea is a part of the world that plays at the mercy of gods as if children, never growing altogether tall or wise enough in their civilizations in time to avoid their destined falls, and all the while sustaining its magic based on the imbalance between its periods. The only ones who forsee these dangers, if only due to extended hindsight, are people not tied into petty liegences, and often also not tied to their own experiences alone -- through Echo. We still don't know the purpose for this. A world within a larger world, like a pendulum in some sort of larger machine, and people now within people -- walkers of the path of Twelve. What of the danger, as the Eorzeas see it, or the impurity in the view of the Garleans, of the Primals?
As it stands, we have plenty of plot paths to pick up from. The lack of such progression has left 1.x feeling almost like a slice-of-life story, not that that's especially a bad thing. But in Yoshi's push for more a more at-hands and pursuant game feel, I'd have thought the greater plot paths are the first thing he'd start with.
Yes, a lack of game industry standards hurts the game by simple comparison. That said, rather than carbon-copying first and editing later as sight expands, in the long run I think it serves a game better to know it's actual wanted extents and necessary breadth. But, the project is short on time; general rules cannot possibly absorb that condition completely.
Comparisons of Implementation:
Alright, this going to be a bit random, but... let's take when materia was added. It was put in place in order to grant additional use to crafter classes and act as a post-gear 'customizable stats' feature equable to jewelcrafting (WoW) or similar socket systems. In that sense we can call it a function-based copy. That said, this isn't meant especially to critique--wait a moment and you'll see.
Alternatively, assuming still no original ideas, we could have made a feature-based copy of FFVII materia, impairing much more visible use for the system than mere stats alone. However, try picturing this sort of materia, and the processes surrounding its acquisition. I'm sure that, given that we are taking a feature here, and the translation into actual function is still ambiguous, it could go many ways. Many of those could have been more interesting with a greater addition to the game's overall feeling than the system we received.
But now let's take a concept-based copy. Just for example, let's take Final Fantasy VIII, where power could be had through the use of Guardian Forces (essentially Aeons/Eidolans/Primals, though there are distinct differences between these archetypal renditions). With one's life experiences, memories, fading into the consciousness of the GF instead, you are, in balance, able to attach magic to things usually mundane, empowering yourself and your actions. Trade the face of the hero, the story of the hero, for the power of a hero.
That is probably a slightly over-smitten interpretation of the FFVIII archetype concept, but my point here is what thinking based on concept can do. It's general, it's unfixed, broad, and invigorating to the game when well-implemented.
None of these three examples would really be "true" to FFXIV. Something that would be would use the idea of the primals, of a sort of rag-tag set of nations, Echo, the primals, and maybe even some of the slice-of-life feel from before as background to a new impact where Dalamud and the Twelve both send this little world's inhabitants running.
TL;DR:
The game shouldn't feel like a solid core with no wheels. Or, perhaps a better metaphor -- development shouldn't work towards making a solid framework for a high-preforming car before considering whether their vehicle ought to fly.
A game that can make crafters and gatherers feel just as much a part of the adventurer world as combatants, a character feel uniquely legend based on archetypal parts (job abilities, etc), a world where the community, story, and the world itself intersect in something far greater than the sum -- none of these targets will likely be reached from individual pursuit.
Crafter and gatherer identity likely won't come just from making some infinitely more advanced node or synthesis system, or even going further than either system. It will likely have more to do with the world, and a general progression more akin to a life-pursuit of your character.
Whatever it is, it'll come from something bigger. And that something, core to the game, will take care of its own as long as there is continued competence and ingenuity, with foresight into tertiary implementation to avoid throwing off players.
Please don't try to compare this with Tanaka's vision. If this was his methodology, it would appear that he never got close to the first step, unless of course that quaint, almost slice-of-life communal feel of early 1.x, once rounded out, was his goal.