Craft material storage akin to GW2. If you try to level Mining, Botany, and Fishing at once, you eventually won't have room on yourself and two retainers. And given the sheer volume you wind up producing to level these things, you will almost always have excess even if you did refine them into crafted goods. There are some exceptions like more frequently used materials for cloths, leather, etc., but I don't think I'll ever need 99 iron sand, but I'd hate to sell it just to suddenly need some later and have to buy someone else's 99 stack.
To take that one step further, I also love how the crafting mats are automatically pulled from storage and so there is no need to run around with a ton of random crafting mats in your inventory. They do limit you to crafting at specific stations scattered throughout the world, but I prefer their system hands-down to that of FFXIV (in regards to the material management).
In my limited XIV crafting experience, I seem to always forget one crucial mat or I have grabbed the wrong amount. At that point I either have to run back to my retainer or I just buy the item from an NPC/market board - depends on how lazy I'm feeling at that particular moment. I would love to be able to take that part of crafting out of the equation. Edited, Sep 24th 2013 3:48pm by mabiche
Yeah, pulling from that storage list slipped my mind. I could understand them not wanting that everywhere, but maybe if you're crafting at the place's specific guild (or other designated craft-friendly locales), it will automatically pull from storage.
As for endgame quality crafted gear, it seems to have been engrained into the MMO mindset that raid/dungeon must always
be superior because "it took more people to do" or that the content is arbitrarily gated by timers or token caps. And even if there is decent craft gear, it requires drops from these locations, meaning they're probably staying within their groups as is. Personally, I disagree with the notion that there can't be alternative sources of high end gear, even if they try to sprinkle the BS on that somebody doesn't "need" such stuff to do open world content or whatever. Pushing that all aside and actually entertaining the option, synths could outright require HQ components and be tiered synths further requiring HQ output. Put in the proper difficulty range, it's unlikely the server will be flooded, but you'll still see them trickling into the market while people not in the dungeon/raid scene can gradually build toward getting these synths attempted or buying the finished product outright. SE could even go the extra mile and have unique materia come from these things so you'll want crafters continually trying to make them. Your casual players may never be tempted to convert, but the hardcores may sure give it a shot.
Would just be nice knowing I wouldn't have to sit in queue for an hour as a DPS just hope my party isn't garbage just to progress my character. For now, I focus running with friends, but our times don't always mesh up.