You know, I would think that if you took a crafting or gathering class as your primary profession, you wouldn't really care about fighting that much in the first place. Because crafting and not combat will be how these classes will progress in the game, it doesn't really matter if they're invited to the battles or not. The same goes for endgame events- I'd say it's logical that crafting classes would have their own "endgame" as opposed to combat classes. If their primary progression is via crafting, it wouldn't make sense that at the level cap they'd suddenly have to engage in combat situations.
However, were there some tasks that require cooperation from both disciples, SE would add some kind of incentive for gatherers to be useful in fighting situations, even if they were in the dungeon for solely gathering purposes. It doesn't matter if the "enfeeble" will work on only one kind of enemy type, if that's the enemy type the class is going to encounter in the dungeons he wants to go. If he's useless in some other dungeon, so what? He doesn't need anything there, and does not have to engage in fighting against monsters there.
I think you're all bit stuck on the way XI did it's crafting (a minigame within a game, nothing more) and you should probably start thinking it the way games like pre-NGE SWG did it's "endgame". The disciples kind of share the same ideas as that game, imo at least. "Endgame" is not simply a series of combat situations, and all professions have their own way to progress even further past the level cap. XI's crafting was way inferior to combat, and the endgame reflected that. But it's not necessarily like that in XIV, based on what we know.
Edited, Mar 24th 2010 4:46pm by Hyanmen
We really want to compete against World of Warcraft and for example the new Star Wars MMO.