Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
I also agree this case isn't so bad but I don't like the design decision, the other hiccup is players trying to lock up the market, only 2 player vendors have the item, which used tab value is 10 councils, one has listed for 1500 councils, the other with most stock has them listed for 4500.
I have a couple more thoughts on the issue. The more i think about it, the more i actually kind of like this design (may be an unpopular opinion):
1. The price gouging can only last so long. The quest is gated behind just 3 of the quest item, and you only need to unlock it once. The item has no other real uses other than a once a year (winter holiday) quest. Now that people are aware of the increased value, they'll pick them up when they find them instead of tossing them. Supply will go up since ppl are picking them up, demand will go down as ppl finish the quest (new players will need to finish the quest too, but new players will come in at a slower rate than vets finishing the quest). The price gouging will mostly affect long time players who have the cash to throw around and can't be bothered to do a little farming.
2. Just because a skill is aquire-able at low combat level, doesn't mean to learn it then. Someone just hitting hogan's keep isn't going to have enough fat to really make use of candle making anyways. Plus many of the recipes are in more difficult areas that won't be accessible until the areas that drop the <quest item> are accessible too.
3. Ultimately i think it just adds a greater feeling of non-linearity and complexity to the game. It can be fun to have something to unlock and not knowing when or even if you will find the item to unlock it, rather than simply stumbling across it in the normal course of leveling an hour after you learn you need it. Not if it unlocks something vital to progress, but here it unlocks something auxiliary.
Anyways, just my rambling thoughts. I can see your side to the argument as well, but maybe you will consider an alternative point of view, even if you don't entirely agree.