I have the worst RNG luck out of my circle of friends and those I've met playing MMOs and spent time with talking to. I often have to do things multiple times more than the people I know to get similar results. Even still, I don't mind the RNG.
While I do agree with the point that Luck does not equal Skill, I vehemently disagree that grinding equals Skill. Skill is constantly doing something a little harder each time.
Anyway, I do think there are a couple of potential problems with the way this game handles loot, especially higher up. I do think the Mythology system is a little odd that you can do the easiest level 50 dungeons over and over again and get the best gear in the game. The effort does not match the reward (because like I said above, grinding isn't skill).
The first problem is the lack of ways to go up through gear tier levels and the way SE has designed gating. There aren't enough ways/places to go from i50 to i55 to i60 without just grinding. Then the jumps start and you get gaps in progression. I mean, now we have i50, i52, i55, i60 and then woosh! i70 i80 i90. Where did the steps go? I know Yoshi-P has said that he didn't want crafting to have anything to do with end-game beyond furniture but I think uncommon drop dungeon loot that could be used to make say... i65, i75, i85 from the places appropriate to that gear level would help.
The second problem is the way loot rewards are done in dungeons. One item? Really? that's it?! You just felled a massive boss and all you get for your group of eight is one item? What ever happened to multiple loot levels and rolls on a mob? If bosses were to drop multiple items, but only have one special item (what's dropped now), you would be able to fill in other progression methods.
I personally don't really like the current token system. I feel it encourages mindless grinding of simple dungeons and encourages you to skip other pieces of content. It's there now (people will actively avoid certain dungeons in Roulette for example) and it's only going to get worse as the game progresses if this method keeps going.
EQ2 recently put out some new content with some heavy gear level progression through levels. And one of the ways they adjusted things was to allow you to trade in Greed'd items that weren't what you wanted for items you did. It took multiple items of course but you would be able to eventually get it by running appropriate content (there are problems with their system too of course, but it's a spectacular idea and definitely fair).
I think something like that could work well here too.