(I use the word hard not to describe challenging but also time consuming/repetitive)
Getting Iffy drops was hard, then it became easier with totems.
Getting Moogle drops was hard, then it became easier with charms.
Garuda drops is easy, with guaranteed drop rate.
Hamlet Defense works on a multiplier: Level 1 through 5 will give you 1x to 5x bonus.
Getting 60k gold chest now is hard, but.... it will become easier.
There is a trend here:
Stuff starts off as 'hard' to get, then overtime becomes 'easier'. Therefore the 'full-time dedicated' adventurer can start right away and get an advantage over the casual player who does not progress as much. But after a while, the casual player can get a better chance of progression.
Therefore, the only *REAL* arguments I would defend here are:
-- Hamlet Defense Seal - It is challenging to get the 60k chest, but after level 3 or 4 it should be really easy and seals should be more common. And as everyone in the party only needs *THREE* per hamlet, then it should be even easier for one to get it. (Since this will happen, no real argument here)
-- CC/AV Chest Drops - The drop rate is rather poor. Hopefully in time (months?) from now the system will be updated to increase the drop rate (perhaps buy a key item that increases the rate, or find the chest in other dungeons, or becomes a drop item from one of the critters). There is nothing holding them back from adding this, and perhaps they will. This is a supported argument and suggestion.
-- Double Meld Rates - I can not in good faith support a system where attaching a second materia to an item is based on pure luck. This is illogical, not at all fun, and does not add any gameplay value. If they wish to keep luck involved, I may support a system where the materia being attached is lost, but not an 'all or nothing' system. Therefore this is a valid game mechanic to argue for reform upon.
Hopefully, instead of just wild-eyed ranting, if we focus our concerns on specific points we may be able to yield better results.
Thank you.