The main obstacle we mentioned a long time ago still stands – unlike crafting, there is no absolute solution in gathering.
Depending on the item or the indended usage of the item, you may want to maximize yield, HQ rate, collectability rating, EXP per hour, scrips per hour, or several factors at once in a certain ratio. In addition, you may want to gather different items and apply different goals for each of them.
Implementing a Gathering Solver similar to crafting would result in extremely complex UI which would be very hard to setup.
We think that the current toolset of Gathering Rotations Designer combined with Scenario Engine provides a reasonable trade-off between complexity and flexibility.
Therefore instead of creating an entirely different system, we will focus on improving the current one by introducing new functions to Scenario Engine (such as conditional rotation selection, smart consumables usage, smart NPC interactions, and many others).