"Those with a deep well of patience will get these items, those without, well they will stay without."

Sorry but RNG is not good game design or balance and certanly not rewarding patience. It's a way to keep people getting just that one more hit at trying it(aka player/sub retention).
And yes I agreed from the start that atma drop rates should have been adjusted OR that there should have been some progression towards getting in to even out the RNG.

The RNG drops are akin to dig a random hole somewhere and hope you struck something valuable. Also this is not a drop the token instantly. This is drop a token for those people that have in so and so many runs not gotten a SINGLE drop(yes that happens)(this would replace ONE of the drops in the fight by a token after so and so tries of not getting it). Would it change the balance in any way? No not really. Infact I would argue the token dropped should be specific to those people that can need it so in the end if there are 3 people that have yet to see a drop then those 3 can roll on it. It changes nothing balance wise. Just gives a person a bone to keep going(aka player/sub retention).

And such people are the ones that will leave because not getting a reward for something you are farming is not enjoyable. Especially if you see everyone else around you getting their drops(you wouldn't believe how demoralizing it gets when all your friends already got their atmas 1 month before you manage to get more than 5 for the same or even MORE effort).

"I don't want to play a game where everyone has the same items."

Face it you already are. The builds are mostly cookie cutter with maybe 2 paths depending if you prioritize one secondary over another. The rest is just sugar coating on top.