One of the main problems that WoW suffered from, even during it's beginning, is that completing the end game content was a relative simple endeavor, and could be completed very quickly. This often left a huge gap in between the time that people were completing said content, and when new stuff came out. It was a huge complaint from a majority of the end game players, who were often left farming the same content over and over again that they had already completed, with little else to do.
What SE is doing with this game is extending the life span of the game. By not dropping gil you have to find other avenues and pursue other ways of obtaining gil, be it from crafting, from gathering, doing leves, fates, etc. You cannot simply dedicate your entire play time to doing nothing but grinding out for end game gear - the game will literally punish you through repair costs by doing this. Instead, it motivates you to try other facets of the game, leveling up other classes and jobs, thus extending the over all shelf life of how long content will stay relevant.
Drops are at the same cost, the lower number ensures that people will not be able to simply go out and get all the end game content and gear immediately, and it also means that only those who are willing to put in the time and effort will succeed.
This isn't a lollipop playground movie where you spend 2 hours in the game and complete every thing you want to do. This is an MMORPG in a more true sense than any game currently on the market besides EVE. If you want to succeed your going to have to play, and your going to have to dedicate the time and effort into it.
tl;dr - op is crying.