Both are problems and both are risks in their specific industries that you need to be aware of and take measures to counter when entering those industries...
If you say that piracy isn't a lost sale then it is neither a problem nor is it a risk to your industry. If your industry attempts to turn pirates into buyers then it's only natural that your industry will end up with the short end of the stick.
I will agree that an industry like gaming, specifically, needs to adapt to realise that it cannot both fend off pirates and please customers simultaneously. It also needs to adapt to realise that pirates aren't their market.
Whenever I think of DRM, I think of the last time I purchased a book at Exclusive Books. Eventually, while reading, I got to a page with a large security tag sticker stuck onto one of the pages, obviously to set off an alarm if someone tries to leave without paying for the book. Legitimate customer, legitimate purchase, yet for all intents and purposes I paid full-price for damaged goods.
DRM is an offensive-smelling snake-oil sold to publishers by spindoctoring DRM companies. They're like those mongrel games in the humble-bundle piggybacking off of the success of other titles. Everyone knows DRM doesn't work, every customer in the world is offended by it to one extent or another, yet it's still implemented.
Piracy, really, isn't the problem. It's the pre-concocted bullshittery of how piracy damages and ruins everything under the sun that is the problem. Pirates don't end up with the short end of the stick, we do. Pirates also don't buy games, we do.
And yet modest sales are blamed on piracy. 5,000,000 sales on a PC but 10,000,000 on a console is blamed on piracy and not the fact that consoles are more easily accessible and readily available. The failure and misgivings of a company gets blamed on piracy.
It is my firm belief that if you want to convert pirates into paying customers then approach them. Don't threaten them, don't harass them, don't throw your toys out of the cot at them and don't drag your customers down on your infantile path of self-righteousness. Do what the
Minecraft developer did, embrace it, appeal to them as people and make a success out of it.
As far as I'm concerned, that's the only legitimate countermeasure to take regarding piracy.
I can't put piracy and counterfeiting on the same page: one caters to the individual's personal intent and the other financially exploits the individual at the expense of the developer by a criminal.