I sort of agree/disagree, in some sense it did kind of needlessly got difficult by adding an unnecessary stipulation of having to be a city member just so you can use certain crafts.
At this point in time it's not entirely necessary to have those equipment (although they do help a lot) but in the long run, if this ideology of only having access to certain craft/trades by being a member of a city could potentially put off many people. For one, cities are typically reserved for established guilds already, which would push newcomers off to joining a guild straight away just so they can gain access to those trades, this means that players generally don't have the breathing space of deciding which one to join.
Sad part is, once you're a member of a city, you'd find that you don't even need to be in the city or in your home a vast majority of the time, yet you're somewhat tied to the idea that 'you need to come home cause your inventory is full'.
To break down some of the issues that I found, and i do acknowledge that this is coming from a place of ignorance as I do not know what the future features are;
1. There is an emphasis that cities are the only ones to have access to certain processing/trading utilities, i.e; tubs, weavers, work table, etc. which puts a gate/barrier for everyone.
City governors typically would not open up these services to the public, especially not tubs considering the 16 hour wait involved in processing those materials.
So what chance does a player who has not decided which city to join would have? if you're a new comer and all you're experiencing is the not even the very bare bones of the game, and in-order to experience a 'richer' content, you're then forced to join a group of people when you barely even know what's available out there for you. Imagine governors/guilds looking at their application list and going "who the hell are these people in the first place?" naturally they'd prioritise who they already know (guild members).
I'm predicting that you'll have a lot of players abandoning cities/guilds as they experience the game more as they begin to learn or understand what they want out of their gaming experience, would this lead to a productive/positive longevity of a guild/city? I'm leaning on no.
2. Cities are supposed hubs for trading, spawn points and NPCs where players can group/gather.
Yet somehow, only 'citizens' (typically guilds) are the only ones that would be allowed to access much of its amenities, perhaps this will change over time and that these cities would allow for their services to be more open to public, and thus allow for more people to gain access to it, and thus enticing more people who do not live in city to use its amenities but at this point in time where every one of those things are gated, it just doesn't do anyone any favour. This brings me to point number 3.
3. Houses are practically useless at this point.
Other than a spawn point (which can easily be covered by Taverns) and a storage unit (which from my understanding at this point in time, can be covered by a bank), i just don't see the point in building your own home.
Some might comment that perhaps with the implementation of farms and animal husbandry, a house will be more useful, but if you've seen the size of plot of lands allotted in cities, i dont think theres much space for said projects. I don't even see how a 'palace, castle, or manor' could fit in any of those lots, let alone house animals and farms.
From my perspective, starter towns are essentially the model for 'city structures', and at this point in time i don't even see a need for players to build their own city as majority of player needs are covered in starter towns, perhaps the novelty of city building or the exclusivity of having your own semi-public tanning tub and carpenter is the only thing that's requiring people to build a city.
but if a carpenter/wood workshop can only be used in a city, is it really necessary to disallow private lands (both city and non-city) to not have access to their own personal tanning tub, worktable, and weaving station?
it's kind of unnecessary from my perspective. Cities themselves would have exclusive NPCs already, i just dont see the need to gate the most basic things out of 'solo' players, not even 'solo' players at this point, any person with a plot of land for that matter.
4. Having a house in a city actually feels more disadvantageous at this point than having any benefits.
From my perspective, the most 'ideal' thing for a person to do is to sign up as a member of a city but build your house outside of the city (if that is possible).
That way, you as a player would have the opportunity to choose a much more strategic spot for a 'storage dumping ground' and not feel tied to a certain location. Travelling back and forth from one end of the map to the other just so you can deposit things is indeed quite tedious.
But if you're a member of a city but have your house built elsewhere, you still have access to the city amenities whilst still having your personal strategic location outside of it. Not only that, if you feel the need to relocate, you can just abandon that lot and set up a new one.