The mechanic for Atma isn't new, because as I said when Atma was implemented, they basically took the "splinters of atiesh" approach but yes, made it a solo grind instead of something that happens while your guild is raiding.
I still say the whole system was aimed at the wrong demographic, as this system was originally designed to give hardcore players a reason to raid after getting gear. They instead tossed it at those who aren't raiding while creating a faster way of upgrading a weapon via UAT+Rowena Tokens+Sand. From a design perspective the decision to this day still doesn't make much sense.
Had I made the call, I would have made the high allagan weapons ilvl110 with the option to unlock the weapons' potential via what we call the Atma system; make it possible for the 20 upgrade items (I would raise the number of items required from 12 to 20) necessary to drop from FATEs while also dropping in dungeons and coil. I would have taken the Secret of Mana approach with relics by making the relic upgrade involve essences from content no one cares about at this moment: extreme primal fights. Granted, this would NOT work until Shiva is implemented, as I would have it require primal essences from the six elemental primals. Or do the upgrade in two phases. Phase 1 (Patch 2.2, Zenith => Novus) requiring Garuda, Titan and Ifrit extreme, while phase 2 (implemented in patch 2.4, Novus => whatever) would require Leviathan, Ramuh and Shiva extreme. That would have gotten me to care about extreme primals instead of seeing those fights as poorly-implemented hard modes. It would have also made the progression path very clear instead of the current RNGfest atma grinds are. And for the record, I'm still at 0.