I am a huge fan of Raph Koster's design and his involvement here was the primary reason I became interested in the first place. His and Mark Rosewater's blogs are the only game design blogs I consistently read. However, I do think it's a mistake to assume that simply by forcing interdependency on the professions in this game will necessarily create an economy. I think that's putting the cart before the horse. Rather interdependency requires an economy to work, and whether this game will have one or not still remains to be seen.
An economy has to center around *competition* not *cooperation*. Bear in mind all the people harvesting and crafting for their guilds exist outside the free market. Self-sufficient guilds usually operate like socialist communes or benevolent authoritarian states, but even if you did build one around a currency like participation points (like the kittens seem to be doing), your imposing an external structure from outside the game. Will this game be able to support a free market crafter or a free market harvester or free market bounty hunter / mercenary / escort / bodyguard; and should it?
Another distinction is synchronous vs asynchronous interdependency. Obviously PvP has teams and team comps and the holy trinity of tank/dps/heals. You also have motherlodes which require 2+ people and there's even an element of synchronizing abilities/training/disciplines (at least in the early stages before people have trained in redundancy) to require some strategy and coordination in group composition. The game seems very geared towards this type of coordination, splitting raids into groups with roles and tasks, listening and following directions, trusting leadership, performing and "making plays" within assigned roles, etc. Indeed it seems likely this will be the determining factor in the large scale success of guilds and raids over twitchy skills and 1v1 performance. But this is completely different from ensuring your guild has each type of crafter and gatherer. Because, for the most part, if you have 9 craft accounts (1 for each crafting profession + an extra blacksmith so one can go armor one can go weapons) and 5 gatherer accounts, that start training on day 1, they aren't going to be noticeably different from one and another.
Again, I think harvesting is better off than crafting. Motherlodes provide an (albeit small) coordination task and *IF* servers are properly populated (big IF), harvesting involves human interaction (gankers, enemy harvesting parties, friendly harvesting parties competing for same nodes). Also, I don't find harvesting any more or less boring than PVE in this or other MMOs -- just the same mindless rotations (but here with the added benefit of possible human interruption) -- so to me it just seems people's taste. Combat animations at mobs is somehow more exciting to them than swinging tool animations at resource nodes. Mechanically they strike me the same. But I really hate PVE too, so...
Crafting, though, will it ever have human interaction? Will they add some meaningful way to distinguish one crafter from another? The itemization and gear choices are laughably generic, especially with Specialty Seals. Let's just call them "Crafter Armor" or "Leatherworker Rings". Since you have vendors, delivery/production time/responsiveness to tells and special orders is meaningless. Quality is RNG. The only difference between products will be price and why do crafters even want gold anyway? To buy mats? To craft more stuff for you? Is any *free market* crafter going to find that an interesting game??? A guild crafter at least wins with their guild and contributes to their dominance and victory. Are crafters really going to be satisfied building up their *instanced* EK as their reward? Or do they want to win relics and artifacts and campaigns? How is money going to help them there?
Indeed this was my feedback two days after buying the game and reading through the FAQs/forums (https://community.crowfall.com/topic/22028-metagame-flow-observations-and-clarification/?tab=comments#comment-399488) and indeed playing 10+ hours a day since then hasn't changed my mind at all. This game really isn't a gear grind (whatever people think) and aside from a few EKs with free market vendors (pretty much ignored by all the self-sufficient guilds) no one cares what their instanced EK that no one will ever visit looks like. The game has one role -- people who fight to control objectives and resources -- and also some tedious stuff you need to have enough people in your guild with multiple accounts to knock out at periodic stages. And there's nothing wrong with that, but that's not to create an interesting economy, and the crafting/harvesting tasks become tedious if they aren't interesting.
Give crafters something actually interesting--like contracts or share holding or betting. What if guilds can have contracts with free market crafters, varying levels of exclusivity and delivery is handled automatically and asynchronously (making it more convenient than their own multiple accounts which may or may not be online when they need them). What if the crafters have an active task that isn't grinding and isn't standing still and is interactive? Like a news feed of contracts being made (both supply of resources from guilds to crafters and supply of equipment from crafters to guilds) and as system of investing and share holding in other crafters? What if crafting professions also came with the ability to "bet" on the guilds and factions in campaigns for a portion of a victory laurels? So many possibilites...