Already answered you Macross, you're the only one caught up on "Which is harder to make and more deserving?" Your perceiption is the only thing that blocks any of the reasons I've posted as to why the changes to relic need to be made, and absolutely none of them had anything to do with "they are so hard." They had to do with comparisions to all other weapons with additional effects, all other weapons that can deal double, or more, damage, and all other weaponskills that exist in the game.
Your explanations are so open to interpretation they show a perceived biased. You constantly attack people who get them done in 2-3 days with "you must have 16 hours a day to play" which according to your "it takes 80 hours total to make a relic" there is no relevance since it is total time to complete. The NM-VNM trials all take less than 6 hours a piece if you kill the placeholder, never saw any NM take longer than 2 hours max to respawn with a total time of 90minutes on average before NM was out again. By your reasoning, I can negate these respawn wait periods because they are "restrictive limits that prolong the actual time spent doing the work" this then makes the trials take less than 20-30 minutes total for duration of fights up past the VNM trial stage.
Now we are at the 50x 50x 75x trial, and for this I'll use one of my LS members who is making his 3rd emp and on average has less than 4 characters for pop sets, 2 of which are his. The weapons done are Gaxe and H2h, one of the more time consuming ones to make due to pop-sets, and all took less than a total of 75 hours, and yes...both are lvl 90. The 3rd is gun, which once it is 85 makes completing any other emp a total joke. Getting 200k for cruor is easier than you make it sound also...less than 2 hours of my time and I can get 200k cruor via alternating mob type kills, heck I can do this while skilling up a job. Now, before you pull the "16hour a day" card: he works a full time job during the week, and who knows what he does on weekends, but is afk more than he is online doing anything (most times he comes back drunk). So there goes your reasoning there.....moving on.
Now, being that VWNMs drop the plates, and anyone with a void stone can participate with a chance at treasure pool, this means there is a potential of 18-50 per fight which can be pooled into one person. Now, by your reasoning, this can be negated to being "easy" because they can be traded/bought and falls fully on you if the people you do the VWNM with expect you to pay for the ones they get. 95 trial then becomes akin to currency collection by becoming reliant on others or having the gil to buy them straight out.
Now that I've humored you, I'm done with you. There is nothing here that is any different than your argument because I used all your same tactics by negating wait times since they are down time/restrictions/inactivity, and even used the lowman completion of parts, and then applied the same reasoning you give currency collection to HMP collection. Thing is, none of this explains why relic shouldn't be fixed to react like all other weapons or weaponskills. How "hard" emp or relic are to make is an irrelevant factor when the problem isn't that at all, it is the uniqueness of the weapons/ws that is the problem. Now it is your turn to humor me...
I would like to see a 12~20% activation rate on hidden that is per attack, not per round so that double attack and triple attacks have a chance for ODD or OTD to proc on them as well.
I would like to see the weapons react to TP differences other than aftermath duration because other weapons with aftermath already get longer durations and still have scaling TP modifiers.
The tacked on 25% bonuse lvl 90 relics got barely makes up for the 3.0ftp across the board...cause now it is just the WS damage equation with a 1.25 multiplier at the end. They should have gone back and added TP modifiers at this point, not a 25% boost.
All relics are 1 hit wonders.....why is it some of them look like multiple hits and still maintain a 1hit nature? More so, these weapons are mostly 1hander weapons, only 1 is a 2hander. Dagger looks like a 4 hit WS, Axe looks like a 5 hit, club looks like a 2 hit, polearm looks like a 2 hit, katana looks like a 4 hit....but they are all really just 1hit. Can't be due to their 3.0fTP, because Emp WS have 2.25-3.75fTP modifiers and still maintain multiple hit status while also getting modifiers that increase their chance to crit, do more damage, or ignore defense.
Explain how these are "crazy boost" request in comparison to how every other weapon/WS in the game works.