Based on the experience of players who are crafters (disciples of hands) and whose word I can take on face value the consensus seems to be gil generation is not an issue when, and only when, completing high quality turn ins for leves.
I have yet to see any compelling arguments that gathering (disciples of land) generates any amount of gil that cover the many gil sinks in game.
My personal experiences have helped me to understand that combat (disciples of war and magic) have no reliable means to generate gil. Battle leves still do not and will not cover the expenses of consistent play of Trials, Dungeons, and FATES. Dungeons do not generate enough gil as the Allagan pieces provided are randomly distributed to one or two random people, and are of only bronze quality. The higher an item level the more the armor costs and combat classes simply aren’t generating enough Allagan pieces or gil to match the rate of gil sinking via Repairs (still) Teleportation, or the Auction House taxation.
I personally would increase the amount battle leves net a player throughout the player’s progression (based on level because currently the amount generated is not enough) insure all dungeons give all players concerned a static set of gil for completing the dungeon (not the dungeons before endgame as they already do, so simply adjust as needed) and that coffers that yield Allagan pieces give seven to each member present, and change the bronze to silver (also concerning end game dungeons) and adjust dungeons before fifty to allot appropriate awards for the levels in question that don't cause the player to go into recession.
No player should be operating at a loss or go into a deficit for their choice of play (I'm not talking about frivolously spending either, so stow your fallacies) and I swear if I see one GD post about not using armor earned, or taking up a crafting class I’ll flip a “nucking” table.

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