I actually do feel like the crafting system is a bit over-done in the game. I'm sure some like it more than others, but it's a little too complex for my tastes. I can sort of understand where the OP is coming from. When I first started, I was a little annoyed at the repair system. I know SE said it wants to change the rate at which durability is lost in some upcoming patches, but I actually don't like the idea of durability at all. It probably comes from being spoiled by FFXI, where one could resell armor and weapons through the auction house when they were done using them. For example, the Seer's set, or the Eisen set. Both were very useful for a decent amount of levels. But once I got the upgrades, I liked being able to sell them back and get money, (sometimes even a profit depending on the market), for the next set I wanted to buy. It's possible to do this in XIV, but items can only be sold or traded at 100% durability. Honestly, my gear deteriorates so quickly that I don't even bother to repair it anymore. (This frustrates my Gladiator friend, because he can't quite get away with that. I know that makes me gimpy, but as long as I heal him, I doubt he'll really care). I just feel like the ease in trading gear made for a smoother game. (For the record, I'm not complaining about "auction house." For all intensive purposes, we have an equivalent, and I'm happy as can be with it). The very basic point is that I didn't have to be distracted by a blatant time-sink. I could play the game and be happy and cheerful completing all the other, less obvious time sinks. (Isn't that what an MMO really is anyway? I guess as long as it's interesting and shiny, I'll have fun!)
What does bother me about the crafting system is how much attention one has to pay to it. I realize many think this is a great feature, as it adds some actual skill to crafting. A mini-game in an MMO is kind of a neat idea. But I felt it wore out its "neat" factor after about the tenth synthesis. It was a cool idea, but I don't think it was executed in a great way. I think when it comes to any MMO, crafting is a side-job. It's a chore we do to either make some extra money, or make something better for ourselves. I don't think it was meant to be a "class" that could be leveled like any other class. I appreciate that the crafting system isn't quite as ridiculous as FFXI, (moon phase, day of week, direction faced), but I still feel like it could have been a lot better. I'm sure some people will read this to be, "I want things handed to me." Please don't. What I'm really trying to say is that I am playing the game to have adventures in strange places with new friends that I meet along the way. I think the crafting system takes far too much time away from actually playing the game. I want to be able to run to town, make a new staff or repair my old one, and get back to the front lines. The crafting system as is simply takes away from the other, more fun parts of the game. That's just my opinion....
But I wonder: Does anyone else feel like the crafting system is too cumbersome? I feel like SE decided that players obviously love to repetitively craft objects that can be used by another craft to make something else that can eventually become a finished product, rather than explore a vivid fantasy world with interesting and unique geographical features, flora, and fauna, (and mobs!)
I just wonder who down at SE came up with this fantastically elaborate way to get players to stop leveling jobs that could see actual content, (har-har...), by making the game focus so much on crafting. I've always felt crafting was a side-job. But someone was actually creative enough to get me to believe that it should actually be a main goal.... Huh.
Obviously, this becomes less true with the advent of content, and the recent changes to the SP mechanics. But I still feel that crafting was made in such a complex way that "supports player communication," (which I seem to hear that most people just level multiple crafts to avoid the hassle anyway...), that it really does require an abnormal amount of time from the player. The game was advertised as catering to a "causal" gaming audience. This crafting system is anything but. Sure, you could make a few parts in a couple of minutes. But how long does it take to get the parts from other crafts if they aren't being sold / being gouged on the Market House?
Side-rant: I was leveling alchemy in Ul'dah, and I have a Rank 1 leve, and I have to deliver it to Camp Bluefog. This would be fine if it weren't for the scary birds and scorpions that are still red to me at rank 30.... Why would you do this to me SE? Don't you love me anymore?
All in all, I am avoiding the crafting system. For the OP: it is still possible to make a decent amount of money through gathering, or farming monsters. And honestly, leves, behest, and quests give enough money that it shouldn't be an issue. Even if you run out of leves, or there are too many people doing behest in your level bracket, you can go off and find a nice camp. Collect a few bits of hide, and sell them to the leather workers. (Or whatever else you find, to the appropriate crafter).
And if that doesn't work out, you can always Taru-taru dance for money....