Ok fantastic so we've narrowed down the issues into one key issue, the vale of the grind. How to give the illusion that you arn't grinding when you really are.
For gathering I personally have not played a game where it wasn't just right click to gather. The games you've mentioned are Runescape, this was arguably the worst culprit for right click gathering, so much so people had weird level 99 fire making parties. However keeping on the Runescape vibe I was told that once you got a gathering profession to 99 you received a cape that made your gathering faster? It at least had a unique modal which is cool, and I feel that would work very well in a game like Eldevin. Perhaps post this as a suggestion i'm positive it wouldn't be over looked.
World of Warcraft was no different, and LoL is of a completely different genre so I won't begin to draw comparisons there.
As for your gathering out leveling your crafting, again i'm afraid I would disagree with what you are pre-posing, that it stays parallel to your combat level. When you have something like crafting in a game it should be a big time investment that requires dedication and focus, if you where to just raise it with your combat level willy nilly where would the sense of accomplishment and achievement be? O just another level 40 with all his professions at 40. I wouldn't see the appeal.
You mentioned leather working. This skill is perhaps the most valiant on your combat level as it requires skinning, which means you must be the same level to kill the mobs in the first place, as opposed to mining or foraging where you could, in theory get it to max level whilst you yourself, are only level 1. So I surprised you bought it up as an issue as I would of thought this would best suit your playstyle. Level up combat, skin relevant level mobs, stock pile and level Leatherworking as you go. Is that not what you wanted and argued for?
Also think of how good it will feel when if you do persist and level it all the way up, you'de be one of very few and would open up a whole knew aspect of the game in merchanting, giving you more play options, away from "the grind"
So currently all i'm reading is you're complaining about something you've already done before, and are continuing to carry on doing? Or have I mis read. Are you asking, or suggestion they revolutionise how gathering and professions are done? Because if you are that isn't a bad thing but I feel you should clarify that as the reason for your post, and then perhaps give a suggestion on what they could change.
As for your last statement I think a core user base that gathers more and more people over time is far better then a quick flash in pan, 1 month worth of playing, you're finished and looking for another game. Retention of players is just as key as gaining new players and if there is nothing for you to do you'de quickly lose interest, no matter how good the game play was.
Also whose to say every game needs 10 million subscribers to be successful. World of Warcraft has jaded a lot of peoples view as to what is required to be successful. And you certainly won't see anything like that again.
I do agree the population needs to grow, but it needs to grow with the game its self. You don't have 500000 people after 1 month, but if you've retained 500 you're certainly not doing bad.
- ZooksterGaming, Fizban and scorp like this

Find content