A logical progression that makes sense for a video game based around character development.
this is the core of it, and something that ff14 lacks.
it isnt about realism, or exchanging goods with fellow crafters....its about playability and enjoyment as a game. the assumption that several people in this thread make, that the people complaining arent being "communal" enough by bartering for goods with other crafters....well, its wrong to put it plainly. id wager that every person in this thread who has problems with the progression in this system has run into the same problem i have. that is to say, they see the materials they need for an item, so talk to a friend or other crafter who has that craft, only to find out said material is beyond the level and scope of that crafter. perhaps that friend or crafter colleague needs an item that *you* can make, but its such higher level that you cant yet make it.
case in point is my above example about weaving and smithing. smithing is a BIG choke point ive noticed, because 5x bronze nuggets allows you to make about six different hammer heads for six different tools, all of which are upgrades for various professions (armorer, carpentry, smithing, goldsmithing, leatherworking). but making these items requires a higher skill than youd expect. the solution offered by a number of people? upgrade your tools.
so you go out and find what you need to upgrade your tools, and even make most of it (or have it made and barter for it as i did with parts). but then you stumble upon that *ONE* anomalous ingredient that requires another crafter to make thats about 8-10 ranks above the "optimal" rank for the item youre making.
lemme sum up real fast....you have an item, optimal rank X, and it requires another item, optimal rank X+8 from another crafter to make.
where is the sense in that? where is the steady, lateral progression? it would make sense if a smith needed the items from, say, a rank 12 weaver. smiths can make the new weaver needle no problem by rank 8 or 9, and then weavers can easily take that to the mid-teens. they then in turn could provide the smiths with the materials they needed.
carpentry is another fustercluck, with some materials for tools being 5-6 ranks above the tool they make, and only carpentry can make said materials.
this leaves crafters with the only other option, as noted above; grinding away in mediocrity. anything that involves "grinding" that doesnt use a mortar and pestle + alchemy is inherently not fun. having to spam 1x bronze nugget over and over and over again, making god knows how many fish hooks is *not* fun. you cant even pass it off as "youve gotta work for your success" as i know some people will. we're in the process of building an economy people! economies in games designed for fun and pleasure should not be build on the corpses of a hundred thousand bronze fish hooks and bone rings.
there needs to be better logical progression, bottom line. no more requiring materials 8+ ranks higher than the target finished product.