lol, if you're all about "speed and efficiency", why are you in favor of the surplus system, which is totally not "speedy and efficient".
Anyway, so the desired behavior, as you put it, would be to "grind something else, like I am supposed to".
Now, don't you think, that from a gameplay design perspective, we should encourage that desired behavior through positive reinforcement and making the player WANT to grind something else, rather than FORCING him to grind something else all because he "hit the barrier" as you put it.
The problem with the fatigue system is that it negatively promotes the desired behavior and in the process pisses off a lot of the player base.
All we're saying is that SE should implement a system that both promotes the behavior that you think is so good, while not pissing off everyone else at the same time.
There is a solution that can please everyone, and promote the desired gameplay, and we should not cling on to the fatigue system which the majority of players loathe.