I'll elaborate on this a bit: I've been playing back since the Freedom Unite days, and there'd be dudes who play on hacked savefiles and then upload videos of them playing the game decked out in endgame equipment and unlimited health and stamina and be fighting monsters showing how "1337" they were.
They'd proceed to get hit by every attack and take ages to kill the monsters because they didn't do the grind and are completely unable to identify tells, when it's safe to attack monsters, etc.
Sure, you can brute force it to a degree with great equipment, but that doesn't mean you're a "great" player. I guess I sound like an elitist, but it's fine if you aren't perfect at Monster Hunter. Even if you can't attack the monster as often as some of the good players, you're still contributing. The only way you'd actually be a hindrance in Monster Hunter is if you just troll and die the 3 times to fail the quests. At worst even if you aren't really doing anything in terms of damage you're still another target for the monster to latch onto so other players can attack it.
FWIW I don't mind the actual farming stuff for equipment but I absolutely loathe collecting the basic necessities stuff you need to gather for traps, bombs, etc. Fucking spiderwebs.
I get what you're saying, but I don't know that I enjoy that type of design. I would argue this is why the Souls series is stronger from a mechanical perspective.
In Monster Hunter, you need both gear (gained from grinding) and skill (gained from experience/talent with the gameplay) to overcome the most challenging obstacles. The time limits mean that playing G-Ranks (or equivalent) with sub-optimal gear is foolish, while the lack of traditional leveling forces you to learn or die.
In Souls, you can get by with either, or a mix of both. A skilled player can beat the whole game at level 1 with minimally-upgraded gear, an unskilled one can fill the gaps in their playstyle by grinding levels or farming upgrade materials.
MH, in my opinion, is still too restrictive and doesn't allow players enough options to succeed in their own way. If Capcom truly wants big success in the West with MH, they have to make the gameplay way more free-form and eliminate a lot of the tedious elements.
Things that would help:
-No time limits on quests when playing solo.
-The ability to tailor a basic supply loadout beyond the normal guild supply items (I.E. certain villager requests that unlock permanent supplies at the start of each quest) to cut down on harvesting.
-100% drop rates for rare materials based on breaks/cuts/captures.
-Instead of the convoluted charms/decorations/etc, give your hunter a level. As you level up, you get to pick innate passives that can be equipped and swapped out on the fly. No more wasting hours of your life trying to find specific skill combos on drops, you pick and choose as you please.
Small steps in the right direction, at least.