It's not about whether I do or not though
As far as how SE should prioritize any changes they make, yeah, it is about exactly that.
Principle isn't enough to fix or add something. It's gotta have practical uses too.
Of course being able to sell everything you get has a practical use. It is called the economy. Now I realie thier are just SOME THINGS that will not sell, or are quite litterally so comon and easy to get (or super cheap from an NPC) that it isn't worth selling...but I am talking about taking my Rank 22(23?) Botanist out and doing a few leves and maybe a bit of farming and coming back with logs/branches/fruit/etc... and actually feeling SATISFIED with what I get from the NPC for it, just because I know the pain in the @$$ it would be to actually sell such products and make a much higher amount of gil isn't worth my time.
I may have just confused myself with that very long sentence.
In other words...there sure as heck a practical use for a bazaar/market/AH system that allows you to sell what you have.
Look at it in this light. Say your a Crafter and you make weapons/armor whatever. what 10 items do you choose to sell? the 10 most profitable, what's left? some recipes that wont get made since its not worth thier time. increase the space they have and watch the crafters diversify...if a lowbie gets his newb gear from Person X at a good price and then ranks up and looks for new gear, hes gonna remember Person X... having that low, mid, and high level gear all at the same time in a decent quantity is beneficial for the crafting community and the consumers.