This is a point the game needs…cooperative gameplay between all disciplines. Right now we have ot battle, or gathering or craft…we should have content having them all together. Here an example:
Let’s say a set of Guild Manager NPCs would spawn every hour (pretty much like a "gathering behest NPC"), with 1 NPC for each grade (so 1 for r5, 1 for r15, 1 for r25, 1 for r35 and 1 for r45) so the player would sign in with the NPC that fits his rank best.
Up to 15 players can join it but, obviously, if you are at mining guild it’s expected of you to at least be able to change to MIN. When time has come, all signed players and the NPC will be moved to a 1-hour instance. Every guild does have its "backyard" so it can be there...miners guild has a mine by it, fisher guild has a few boats and botanist guild has a gate that leads to vegetation. A small side note about fisher. Since you will be in a boat i'd expect a boat similar to Chain of Promathia ferries . It must be plain, large and stay very close to water for this purpose (Carpenter Landing one works, but i'd rather one similar to Purgonorgo Isle ferry since its exactly the style of ferry i have in mind).
Once there, they would be able to choose what to do:
a) Using their primary gathering tool to gather stuff for the NPC. The skill points from this kind of gathering will be doubled, but there would be no loot. All loot will go to the NPC for another part of the event. The skill points should also go to entire party if they happen to be in party.
b) Using their secondary tool to clean the area and open patches, like cutting vegetation for botanists, breaking rocks as miner or taking seaweed from water so boat can keep going. Skill points coming from this would be half of the one obtained during gathering and also would go to entire party. No loot would come from this too.
c) Using Disciple of War or Magic classes to beat eventual monsters that spawn, like funguars and bees from wood, aurelias and orobons from water and coblyns and diremites from caves. Again, skill points obtained by beating these monsters would go to entire party and no loot would be received.
d) Using Disciples of Hand and staying by the NPC and crafting all loot obtained with gathering. The NPC would give the materials to crafters as “requested Item” when you talk to him. Once crafted, everyone would receive the skill points from it. Again, no loot comes from this.
So, in short, gatherers clean the way and gather materials. Faster you clean the way faster you advance, meaning more gathering and more skill points for everyone. Disciples of War/magic clean the monsters for a safer trip. Obviously the best gathering spots will be protected by aggressive monsters. Crafters craft the gathered stuff into what the NPC wants, giving skill points to everyone and better reward in the end.
In the end, the NPC will also give a skill points/gil reward based on individual performance so who helped more gets more, who leeched gets less.
And this was just an example…we could have plant monsters whose flowers spit poison gases but that can be harvested, we could have monsters, like FFXI Diabolos, that destroy the battlefield so crafters can repair it, we could have battlefields with minion tunnels whose can be blocked by boulders or monsters that stay out of range unless you get ammo from minions to shoot it with a cannon…but having the ammo as a rare drop and a common material as a common drop so the ammo could be crafted…the possibilities are countless!