It's pricey, but not ridiculously so to me. Some of those leves are just ridiculous on how much xp they give and vendors are selling the item for 9000 gil each or so, I think? And think of it as a one time thing per expansion and then you've got your own repairs (if not at 50) for better condition and self sufficient melding which does add up from the vendors.
If you add in finding one or two things to craft for cash, it's worth it. Seriously, you could just craft a few things once a week before logging off one day and slap 'em on the board and get some profitability from it. If you're not going all in max-level crafter, it's not terribly time demanding.
I mean, there's no method to just insta-grant gil by the boat loads. If you don't want to do anything in the game that yields gil, you're probably going to be keeping the ol' purse strings tight.
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An economy in a genre that's designed to be interactive with other people rather than an entirely self sufficient solo game? What a wild idea.
The only problem I see in the equation is crafters are also adventurers by requirement. If crafting could be leveled to max while still being level 1 DoW/DoM, there'd be a little more room for adventurers to actually make gil supplying materials to crafters and spending said gil on the finished goods crafters make.
Requiring crafters/gatherers to proceed through MSQ for that side of the game does somewhat break the ecosystem of the two sides needing each other.