There are a couple of points that a lot of people seem to be missing here.
1. The existence of a weekly cap is casual friendly by definition. Its purpose is to balance things out between the people who have about enough time to collect that many scrips and people who would be able to get 5x that many if the cap weren't there. It does have the side effect of creating a sense of urgency to hit the cap, but that doesn't really change things for people on the low end of the scale for how much time they have. Someone who can only find the time to get 300 scrips a week is going to do that regardless of whether everyone else is capped at 450.
2. People are talking about the 11 hours of grinding favors as though it's the only thing you can do with the scrips and thus a required part of the weekly effort to keep current. For some players it will be, but the game does have the slower but less grindy option for those who want to go that route (though it's not perfect, since there are some items that can only be crafted.) I see this as equivalent to raids - a player who caps on the weekly timegated tomestone du jour and also raids is going to gear up faster than a player who just does the tomestones.
The system as a concept isn't terrible, the real issue is in the details. Just capping the scrips takes longer for a DOL than it does for combat jobs. A casual player can do a 30 minute dungeon via expert roulette 6 times over the course of the week and cap (not counting time spent in queue) as long as they have one DOW/DOM job at the level cap. A casual gatherer can hit the 9:00 and 11:00 nodes twice over the course of slightly more than half an hour (not counting any time lost by not logging in at exactly the right time) and cap after doing that roughly 7 times, provided that they have both MIN and BTN at the level cap - if they only have one, it takes twice as long. The DOL scrip grind is similar to what it would take to cap by running Fractal/Neverreap repeatedly without the roulette bonus. There really should have been something similar to the roulette bonus where doing something specific got you more scrips the first time per day.
The biggest problem with the favor system is the mechanic where you're using your limited resources to buy limited time durations of being able to collect the items. I would have been much happier with this if the favor items were considerably more expensive but unlocked the respective favor effect permanently, like the folklore nodes. It would still be a grind and a half to collect them all yourself, but eventually we'd get them trickling into the market because people happen to get a few while gathering birch logs or hardsilver ore or what have you.