The only difference I see between exp and gil is the minimum and maximum you can make in a given amount of time (when you're actually working for it, I should say). Exp is also gained through a trading of time and effort of some sort, it's just you get a greater (and/or arguably, more appropriately) proportionate amount for the time you invest. With gil, on the other hand, you can gain a large amount in a relatively short amount of time, or significantly less over a large amount of time. The latter, which is how most people usually do it, is tedious and time-consuming. Some people can schedule their days around other people, but I'm sure most people can't consistently commit time to making money with other events and in-game necessities to consider. Hell, the only reason (non-gil farming) people still crap out these low-value items is because they're necessary to keep the economy going, so they're a reliable source of income. The problem, once more, is the disproportionate cost of the high-value items people want to buy.
The same logic that lead SE to finally relent and improve solo play is the same that logic that drives one to desire greater solo money making. The argument has been made that easing the leveling grind lowers the value of being Lv75 (it becomes less of an accompishment). That might be right, but grinding isn't fun, fighting at your best is (and then, just barely). If you get into a discussion about economics, that's ignoring the fact that this is a game and other games have been able to balance their economy with their game play.
I will take something back though, some mobs should be made easier, but not in the manner in which they're fought. They should be changed in the manner or frequency in which they pop, are claimed, and/or drop valuable items. This way, the value of the items would be based purely on the difficulty of the mob rather than the difficulty of claiming it. The long downtimes are completely arbitrary and only serve to inflate the value of the items they drop. Fafnir isn't hard, there are mobs that are much harder and give worse loot. Again, if the economy is rooted in bad game play, it's a bad economy and isn't worth defending. The 'How' of it is irrelevant if it can be changed, and there's no reason it can't be. I expect it to be changed greatly in FFXIV. If it isn't, the least they could do is make the 'soloable' gear functional, instead of the beetle harnesses we tend to get.