An orb, or a phylactery, of fate that collects essence of the place over time and can be used to forge items for you (after necessary input is given). Change location resets the essence collected.
Empty Orb, 0.
Imbue to the Snurble Zone.
Orb Of Plush Fuzzy, 0.
Complete the zone, +1. Maybe add special point bonuses like full clear +1, +1 if completed synced. The later ideas is just a thought to reward players for queue'ing/doing the content as devs intended/challenged, but certainly not required.
Super coat of Camate Snurblizes, 30 points to seal fate. Orb's charge is consumed (by 30) but is still there for you to collect more essence or change location where it is imbued to.
Can mess around with it of course, like instead of successful attempts it is number of chests items passed on (pass X items, get one specific), and the system could be incorporated into other things like relic quests/special items to rejuvenate a specific zone, squadron HNM events where you buy a token with the dungeon currency and then run it again to spawn, even sacrificing items to the orb from said content to increase it's charge (although you might see people mad that you're gobbling items they wanted, so perhaps not the best idea lol). This is just to show that you could fiddle around with it, not "do it exactly how I described or else" ;P.
Key point here though is that you have to do the content still and the cost of items to be roughly around where RNG is starting to be a nuisance (if you imagine targeting a single item, what rate the devs would like that item to be near?). So there is still activity in the gifting contents for things (reasonably at least). Might want to give player's two or so orbs though rather than just one so they can have two different location's charge their fate's (can't stack a single location)- so players don't feel pigeon holed into farming one place at a time (also keeping in mind it doesn't work for content that is considered current, since this orb effectively gives you an extra loot drop every 10-30 or whatever x runs - although SE could incorporate it to current content with additional loot tweaks to the current system).
Bit of an issue arises for content that has a token already though, if the orb worked you could buy a weapon with tokens and then also with a charged orb.
For this reason I'd suggest that either orbs don't work for token'd content (pretty easy solution, the game already provides a token), or perhaps pay specific attention to the delay at which these contents become orb'able (and consider once they're orb'able they're super easy to farm lol). Had a write up for a third that replaces primal token system (saves inventory/UI space), but felt like players would mess up too much "damnit, forgot to set my orb for this farm party" and .. yeah nvm.. lol.
The idea here is that each dungeon doesn't get it's own currency so you're not going to have 100 currencies now and 200 in 3 years, and it isn't really designed to be primary method (RNG should be your friend, but if it really isn't then fine). Besides the obvious that SE may give you more than one orb (msq, vet reward, w.e) they could consider a similar concept for materia, like one orb that grows based on exp earned and while it costs a lot more you can choose which materia it forms (and of course SE won't give you a bunch, they're unique).
Key item these babies though please lol (and track them in the token page, they're a limited quantity so it's reasonable to have X slots allowed in there).