I get what you're saying, but a global cooldown solution isn't going to work.
Another suggestion might, if more bundles were created.
Aquafarming is pretty bad, because no seedbeds, no bundles.
New archerage custom bundle recipes could be added to accomplish the same goal.
Bundles for aquafarming
Bundles for trees - logging already does this somewhat but it's not good, and requires 10 expensive hardwood, in fact just adjusting the royal seed/hardwood reqs for logging/farming/gathering 230k bundles could help alot
Of course if these bundles were added, that'd just further complicate the situation I was trying to address in my economy thread:
We can produce >10000 grain in the time it takes to consume/remove 2000 from the economy through trade packing
Making it even easier to produce more, means instead of 2s grain prices we'll see 1s or less grain prices, because it can not be consumed enough.
If there were pearl bundles, instead of pearls being 1g each on the auction house, they'd probably drop to 5s each or less.
Archeage has several different types of cooldown systems
For example, the Global cooldown (which is NOT actually the topic of discussion here), the one everyone is used to and interacts with on a daily basis, is used for things like Coinpurses, equipping weapons, utilizing skills of most types (some don't trigger a global cooldown like Retribution from Occultism), This cooldown can be lowered by increasing your Attack Speed. You know you are under the effect of a global cooldown if items or skills actually tied to the global cooldown are greyed out. See here for an example:
Planting a seed does not trigger this in any visible way.
There is also a seperate cooldown system for your Armor. Every armor slot has its own cooldown timer to prevent you from switching pieces too fast. This is fairly new if my memory serves, and came around as a result of an old bug that could crash people's DX11 clients if you swapped armor too fast.
Then there are cast time cooldowns for each "spell". Items are counted as spells and casts in this game too. For example, if you trigger (cast) a spell like Arc Lightning, that will immediately (even if you move to cancel it) triggers a Global Cooldown to prevent you from doing another action too quickly. Then, if you continue to channel that spell and fully cast it, you then have a 20 second cooldown before you can cast it again. This cooldown is hard coded into each skill/spell in the game and CANNOT be changed, unless directly affected by items (such as the item dropped by Prince Hironimous in Burning Castle), or by skill resets such as Block and Retaliate from battlerage.
The cooldown for Seeds falls under this category.
I haven't 100% fully clocked the times seeds prevent you from using them again, but is around 3 seconds if you actually use the seed to put it in the over world (Sparkle says it seems to be 2.18 seconds, and she would know as she has access to the source code). This cooldown is NOT actually the same as the global cooldown. And, I cannot actually see any appreciable affect on the actual global cooldown after planting a seed. If there is one, it is on the scale of less than half a second.
I suspect once a seed spawns in the overworld, there may be a seperate cooldown system for it entirely, if one even exists.
Try it yourself...pull out a seed, put it in the ground, then as fast as you can afterwards spam an instant cast skill like drop back, or open your glider, or summon a mount or something. You'll notice you can basically do it instantaneously. *However* this isn't even the crux of my request...the request is to remove the associated CAST cooldown (I also call it an "Item Level Cooldown").
Cooldowns in a game context are time gates between one action and the time until you can perform an action again, regardless if it is the same action, or a different one (but in this case the request is to severely reduce, or if possible remove the cooldown between planting one seed and being able to plant the next). To reiterate, I am reffering to the ~3 second cooldown applied to a seed after fully utilizing it before you are allowed to use the next one. Again, not part of the global cooldown.
You can see here for more detail what I am referring to (actually navigate to the link, there are two pictures there):
Notice the > 2 second cooldown applied to the seed on #3 of my hotbar, and that
ALL of the world placeable items in my inventory are also following the SAME cooldown period.
You may have also spotted that I grabbed a picture less than a quarter of a second after planting the seed, and no global cooldown was enacted on any of my skills, nor items tied to the Global Cooldown queue (vehicles, gliders, coinpurses, etc). Again, this is why I suspect there is a different system entirely that isn't the GCD, if one exists at all, outside of the item level cooldown applied to seeds/placeable items.