The bit I highlighted. What does that even mean?
An over-supply of gold and under-supply of stuff to spend it on isn't a 'problem' caused by the rules, it is perhaps one engendered by the narrow modus operandi of APs.
The two should not be conflated and then labelled a game rules 'problem'. It is a limitation of this mode of play, which is practiced by the minority and I would contend is in no way seen as the 'official' way to run D&D 5th Edition - it is merely the official way to run APs.
Mixing this up creates a problem out of nothing.
I disagree. And this ties into the "official" rules thing as well. I think that a large number of players play the APs and that the "default" or "official" way to play the game is to pick up an AP, create a party of characters, and play the AP. Once that's done, pick up another AP, create a new batch of characters, and play that one. This is further reinforced by the nature of the AL, with drop-ins for new "campaigns" you'll create a new character, and when you reach a certain point, or come to the next season's adventurers when you need a 1st level character again.
Organized and published play, when the publications are designed to cover the "life" of a character (from 1st to 15th level), are a very different paradigm than a home group that plays with the same characters for years, sometimes adding new ones (when another dies, or they are interested in playing a new character for a while, etc.).
Moreso, there is nothing inherent within the AP or AL design that moves players to the (old school?) approach to home campaign play. That occurs when players in the public adventures are offered an opportunity to join an established campaign. Otherwise a group of players from the public campaign may want to play more, they get together outside of the weekly session, and continue what they know, which is the AP approach.
So I definitely don't think it's a minority (it certainly isn't around here), and it's also a growing segment of the D&D gamer, precisely because of the success of D&D and it's growth.
There's nothing wrong with it, but it is quite a different style of playing. I find far more references (and questions) about it in locations other than Enworld which seems to have participation by a much higher level of "RPG Geek" than many of the other places I visit that have a lot more questions from newbies. Many of them, of course, read about how folks like us play they game, but have some difficulty switching to it, largely (it seems) because it really requires a group of like-minded players. A casual group of friends will have a wide mix of play styles, not all that are entirely compatible, and if somebody isn't interested in any more than just "playing the game as written" in the style of the APs, then it's tough to change that.
I see this all the time at my local gaming stores (which seem to be popping up all over the place in the last few years after decades of virtually none).
The APs and AL approach makes perfect sense in today's market, and for new players to be able to pick up a PHB (and/or Basic and the Starter Set) and an AP is really all you need. The DMG has lots of good info, and the MM expands your choices, but each AP has all of the rules you need if you have the PHB/Basic.
It has changed the expectation dramatically when meeting new players. At least for me. It's fun to run a public campaign for me, but I do often have to shift my DM approach significantly. I may bring a few of my home rules, but in most cases I find that I have to stick with RAW for 90% (which is often easier anyway since I don't have to teach them anything new, although I do provide a booklet of rules clarifications, home rules, and lore for each player).
Presentation makes a different, but it's also the perception of that presentation that matters. And I have seen a decided shift in the play-style of players, particularly new ones, and it follows what the general perception is of "how the game should be played" based on the presentation of the rules.
In another thread I had noted that I feel that 4e was rules heavy, and also exclusive, meaning if a rule wasn't in the book, you couldn't do it. [MENTION=42582]pemerton[/MENTION] reminded me that the DMG has a specific section contradicting this. I had forgotten about it, primarily because pretty much everybody I've met who started with 4e has this very impression - if it's not in the rules, you can't do it. And most of the players I meet now that started with 4e carry that over to 5e with them. So it may not have been the intent, but it was certainly viewed as the rule around here (and also as the "official" or "right" way to play the game).
When I DM a public group, my hope is always to find more people that I can relate to more directly, and might join the home campaign, but also to help those that have other play styles to form their own groups as well, and do the same thing. Sure, playing D&D is fun and the purpose that brings us together at the store, but I think that we can get much more out of it if somebody wants to. And the number one thing is to foster a greater love for the game, and to help them find people so they can play it more than just once a week (or less) at the store.
I should also point out that there are still some public Pathfinder games in a few of the stores around here. They are much smaller, because many of the players have jumped back into D&D, but what is really evident is the play-style. It's much more of the RP-heavy, more home rules, more of the type that likes to really get into how the rules work, what they mean, etc. Each group is unique and there are different play styles, but what I see when new players sit in, or watch, or ask questions, is that it is seen as much more complicated, almost above their head.
All of the 4e games in the area stores have folded, so I can't really compare that, and I'm not aware of any non-Pathfinder 3e, or AD&D, OD&D, or BECMI games being played in store. But that doesn't surprise me, even though two of the stores carry used material, it amounts to a handful of modules or supplements, and not enough to support that type of game. Of course, D&D is completely overshadowed by MtG at these stores as well.
Actually, I just thought of something (ding!) that really highlights how the presentation makes such a difference. I've run public sessions on-and-off for at least 20 years. I love to give new players an opportunity to learn. In the AD&D/2e days I was manager at a book store, and I'd run public games there. While we'd have some seasoned gamers (including a couple from the store), most of them would be new to the game. More importantly, they didn't even own a PHB. So we'd help them make a character, explain a couple of core thoughts (attack rolls, skill checks, spellcasting), but move on with it. "Don't worry about the rules, just tell us what you want to do and we'll tell you how to do it."
That was the default method of teaching I used (and still do when I introduce somebody to the game at home).
Now, when I run a public campaign at a game store, it's a bunch of new players, most of who have the PHB or downloaded the Basic Rules and come to the table with a character, or at least an attempt of a character. They already "know" how to play the game, because they've read the rules, and might have tried a game or two with their friends right out of the book. But their focus tends to be on trying to understand the rules. So when we're in session, and people are talking, or in combat, etc, they are busy looking over their character sheet, or referencing the PHB, to find what they can (to some degree, "are allowed to") do. Their focus is already on the rules, and not the character.