I'm afraid that if people skirt gathering fatigue the devs will have no choice but to crack down on the material yields. This system was designed so that people would not be suppressed in it, but its creating overprodution problems already. Everyone can tell you the top crafters. No one can tell you the top gatherers because it doesn't matter. Crafters have gatherers under their thumb because they know they can get materials for basically free if they just shout for them.
Gil inflation happens when there is too much gil in circulation from overproduction. The same disaster will happen to materials if SE is not allowed to control how many materials a market produces. They can't balance value if they have no control over production.
If they start hard capping more items at 1 yield per synth or making certain items more rare to cover the increased inaccountability of gathering fatigue to keep things predictable, it'll end up screwing the people playing the most legitimately--with one account and one given gatherer.
I just don't like the idea of letting players skirt the intended effects of gathering fatigue by levelling two miners. That's an arms race where only the players who play like freaks win and normal players get dominated for playing like they are meant to. A mule in every city. Two of every gatherer. Three boxing. I don't want to see that pay for performance crap.
These, to me, are non-negotiables to the debate:
1. Developers have to have ways to predict product production so they can balance items appropriately. They *must* be able to predict how many gold ores are made in a day, and that has to stay relatively constant if the economy is to make any sense. Production has got to be limited somehow.
2. Gatherers should not get double jeopardy SP losses from two forms of fatigue as the slowest to level jobs in the game.
3. Gatherers who play as the default demographic--one character, one gatherer at a time, should not be run circles around. This alienates the majority of players and fosters a culture of freakish playstyles that play to RMT strengths.
4. Nonbottable activity.