Not basically, not even kind of.
What I have been saying is that it is this way, if you don't like it, then there are other options more compatible with your progression needs, and to consider that many of us do not want this feature taken away in its current portrayal. Just as many would not want High Allaghans trivialized by nerfing SCOB.
The list that you so quoted was not a "deal with it" list. It was a list of things you can still take advantage of while slogging through the grind. To make the time more bearable- Call it a silver-lining.
Also- My average droprate across 2000 fates was 3.25%, or roughly 30 fates per atma drop. Until I did the math, averaged it out across a large amount of farming, You or I could have said anything and it could be taken worth a grain of salt. That said, even a layman could readily admit that guranteeing any sort of atma drop every 30 fates exactly is far too exploitable.
If you only did 500 kills (not whole fates), 100 per week, not counting base kill credit, would be an automatic10%15%, (edit:I double-checked) level gain thanks to the challenge log.
It is actually a nice chunk of xp, my choco went from low rank 6 to mid rank 8 purely from atma farming.
Considering that the list is:
1: Exp (one way of doing, ergo didn't 'have to do')
2. Atma (one weapon out of 4 similar iLevel weapons, ergo didn't 'have to do')
3. The occasional Beastmen tribe quest fate drop (uncommon to get, can always decline a fate quest in lieu of another one)
4. CT (An optional raid dungeon)
And The only one of these optional things that is a known prerequisite for future content is CT, well... The answer to your snarky question is in fact 1.
And that's being generous.
Um... I already acknowledged that CT is 1 thing that requires fates to move on to future areas. I stand by that. Does anything else fate related fit the bill?