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I would be very curious (I know Nas won't divulge this info) to see how much fishing contributes to new gil in circulation. I know there's a few other npc'able goods which I won't mention, but it seems to me there's more fishers than those type of farmers. People have to understand though that gil doesn't just suddenly grow on trees, it has to come from somewhere.
Without knowing the exact numbers I think it's pretty easy to see fishing is the primary source of gil entering the economy.
Fermi Estimation follows:
Most players do one or two of about 6 things to make gil:
Farm Mobs (including NMs; sellable endgame, etc.)
Craft
Quest
Fish
other HELM.
Arbitrage on the AH. (more plausible now that we have a finite number of slots).
Of the above, Only Beastmen Kills (which directly drop gil), Quest Rewards, and NPC'ing items add gil to the economy; everything else adds items that simply shift gil around, or, in the case of Arbitrage, not even that. Everything that goes through the AH (so HELM, Crafting, most drops. etc) deletes gil.
I'm not aware of any questing techniques that would yield even 25k/hr in new gil. I'm not aware of any Beastmen kills that would yield even 25k/hr in new gil. I'm aware of a small handful of non-fishing (and not telling you which) NPC item sells that could yield 25k/hr in new gil; but at least the ones I know of are supply bottlenecked.
given that the average rate of entry is 7k/day, and the average fisher is doing 4x that in an hour to vendor, chances are pretty good that fishers are the plurality, if not the outright majority, of new gil generation.