I must respectfully disagree on many of the opinions voiced in this thread.
While I agree that spawners in Qualia would make spawn laggier, I still feel that the option of having a community friendly means of obtaining experience should be available. The opportunity for all players to be able to enchant items (with some relative ease) will turn all enchanted items into something more accessible to people who have barely any money to work with. This may not necessarily be in the form of a VC sponsored center, but there should be something to mitigate the huge divide between rich players and poor players.
I understand that there are people who make money off of mob grinders, and who (surely) must spend the majority of their time doing it. These people will still be able to make money off of the trade, and book sales will not plummet because of a few publicly accessible grinders. Many enchanted books are difficult to obtain, grinder or not.
I concede that it does fly in the face of a survival server. It allows people to enchant more easily, and produces lots of experience with little effort (aside from time). However, there is still a huge divide between people with money and people without. I would argue that one of the best ways to make money is to mine for a living, yet this can't be done (not on the same level as richer players) without half decent enchants. 1 stack of coal can turn into 2 with a fortune pick. Yet, your average beginner player will spend days, even weeks, finding the resources (~2-3 diamond pickaxes) to be lucky enough to get a fortune pick. Your average veteran, on the other hand, has tools and grinders at his/her disposal to make these rare tools in the matter of minutes and hours. Villagecraft is indeed a survival server, but only for beginners. Most veterans live a life of luxury where anything needed can be purchased from the market, or enchanted themselves. A way for the public to obtain experience would help in leveling the playing field.
I can imagine you might say that many beginners are able to join previously made villages, and are able to make their own income without a grinder until they can move out on their own. However, most villages are very limiting in the space they give to residents, and making money in a small space with little room to farm or expand is difficult. I can vouch for that, because I've been there. I had to dig a huge underground cube under my home to make farmland to make some income. Even still, players don't need a large amount of land to go mining. With better tools and better equipment, players can rake in larger profits and become independent much faster.
Yes, some people might choose to spend the majority of their time in a grinder. However, so will many other people. There's a real possibility that grinders would be crowded, which is a good thing. A player might get a chance to have a grinder to their own, however the sheer demand for such a resource will inspire players to want to build their own (to be honest, my general response to people who complain about crowdedness is "share, or go build your own"). The problem solves itself by creating a large demand that the spawners can't capacitate. As a result, general frustration will push players away to mine once they have good tools. There may be people who choose to hog it, but those will be anomalies in a system inherently designed to otherwise promote better tools yet push people away to bigger and better things.
It will make better tools, armor, and weapons accessible .. and will in turn improve the quality of living for many people who chew through numerous unenchanted tools. Frankly, making a decent enchanting room is very difficult for the newest of players. Players who don't join villages risk grief in the outlands or being killed by others.
My solution then is essentially what I've already been working on: Making a free-to-use grinder system with multiple grinders so that people can get experience to make effective tools and actually start making money. This area of land would be far away from any other towns (Qualia included), thus the lag problem is moot. It would smooth the drastic divide between the rich and poor, would not heavily affect people who use enchanting to make a profit, and would allow new players to more quickly work their way out of worrying about money as heavily. The system would manage itself, and since it wouldn't be sponsored by staff, staff have no obligation to manage issues that happen there. It would be up to the owner of the free-to-use grinder to manage problems in the system.