Please raise/remove the cap on multiple recipe purchases

As part of a recent release, the number of recipes that can be bought from Basil was limited to one copy per player per terminal.
While I can almost understand the desire for a vague limit, I'd like to make a few points in hopes of convincing interested parties that one copy per player is far too low a limit. The short version: please either abolish vendor purchase limits, or raise them to a more realistic cap of 3-4 copies per player. Giving vendors larger inventories would also help: I've seen some vendors that sell only 7-8 recipes at a time, while others sell 22.
Some reasons are listed below.
- This is a social game- this is not the most important point, but I'm putting it first as a disclaimer: I sell a lot of recipes. In addition to the fun that can be had wherever a player economy exists, playing with your friends often requires ensuring that they, too, have good gear. Being able to pick up 2-3 extra copies of a good recipe helps to build the social aspects of the game.
- There are other barriers to crafting- Just signing up and buying recipes will get you nowhere; you also need energy, materials, and heat. The latter can not be purchased, and many 4* items take a week or more of casual play to level up. Just selling recipes does not make players instant supermen; it just reduces the artificial grind, and encourages people to make a wider variety of items.
- New players aren't the target market- To follow up on the last point: if this change was meant to keep new players from getting an early advantage, it's worth noting that very few of my customers (less than 15%) are new players with energy-fueled riches. Most recipe buyers are experienced players with a clear idea of what they want to make. They want to experiment, and they want to spend energy crafting expensive things... if the recipe system will let them.
- Finding recipes is a painful experience*- For the past three weeks, I've had half a dozen friends on the lookout for the Volcanic Demo Suit. None of us have found it, despite hundreds to thousands of energy units spent on runs to tier 3 terminals. There is a very good reason why spare copies of recipes are valuable.
- The value of one recipe depends on the availability of others- Items like the 2* vaporizer bomb are useful only for their upgrade potential. This means that I am far more likely to buy a recipe if I think that the other pieces can be found in a reasonable timeframe. (say, 1-2 weeks of my own gameplay) A healthy recipe resale market encourages crafting (and reduces grind) by helping people to find the missing links in the chain.
* Here's a homework question for the stats-minded among you: as the number of tier 3 runs increases, you should asymptotically encounter the full list of possible recipes. How many runs does it require to see 95% of all 4-5* recipes? I'd suspect the answer is much higher than you'd expect from #possible recipes/avg vendor inventory size.... and that would be true even if inventory size were increased.
1. If it's social, bring more people with you while playing. If you see a popular recipe, ask them to buy it for you.
2. Saying "because other things are hard, make this easier" isn't a very good reason. Why shouldn't all parts of creating new gear be difficult?
3. You're not the only one selling. While YOU may have less of a stock, plenty of other people could find, buy, and try and sell recipes that they find. Thinking this was a way of limiting the overall player's recipe stock is silly, especially with how many people are coming in now.
4. I've passed, like, two of those today alone. You should advertise better... oh wait
5. Refer to 3.
Crysbear's argument is much more sound. I agree with Crys.

Frankly, bypassing progression should take extra effort.
Regardless of who your customer is, it shouldn't be a matter of just posting in a forum and getting all the items of your dreams.

I suggested a limit of 3-4 recipes because that will allow you to create decently equipped parties, and encourage people to reach deeper tiers with their friends. At present, certain recipes in particular are very important to ensuring survival in a given set of levels, and waiting weeks to see the recipe again should not be the major barrier to crafting. That would allow people to help friends, but not set up shop in Haven as a shorter version of basil.
That's especially true for 5* recipes- you may be lucky to see an Ash of Agni recipe once in a few weeks, and if you're a few crowns short, that's a punitive waiting period. You can't "get the items of your dreams" by posting in a forum- you also need ingredients, and- non-negotiably- heat. Rather than limiting recipe purchases, I honestly think that all upgraded items- not just 4* and above- should require some leveling to make; that would be a far more effective and gameplay-oriented way to limit the instant item market. Just killing recipe availability creates an artificial waiting period that's more about grinding/frustration than achievement. (Case in point: that pesky volcanic demo suit recipe. My guildmates and I have all been doing tier 3 runs for weeks, with generous offers out there for anyone who finds the recipe- and still no luck)
Also, to address Magnus' more personal flavor of snark: my comments are prompted by the fact that I've sold recipes in the past, and I recognize that there's a healthy, viable market that helps people to explore more kinds of levels. (Having the right equipment is important!) In point of fact, due to time requirements, I stopped reselling recipes before the change, and my complaints are motivated less by profits than by a desire to focus on crafting, not grinding.
I half agree with what they have done to the recipe vendor. Half only because 1 per person is a little harsh. I'd think that 2 would be a more fair number to set up as maximum stock for everyone that goes down there. Sure its not unlimited like it was, but its better than 1 per person.