I agree with someone that would suggest that removing the RNG entirely would probably be bad (since if blurs expectation and gives players sort of gambling/chance/hope feeling), or that building systems that pushes it too early on the RNG scale, but I would disagree with people that encourage the extremes of RNG.
For example if you had an event at 50% chance (these are bad example numbers lol), and for whatever reason it took 10,000 times (pretty much impossible) that'd not be "RNG working as intended, please look forward to 10.1k".. that'd be rage inducing lol (at that number it'd probably also be something in the system isn't working though, serious lottery event). Of course at 50% having something extreme happen would be like "6th time in a row failure" which isn't too awful. But as the % get lower extremes can start to look pretty damn scary haha (where you might see 1-1000+ with less of an impossibility).
So I like the token system on top of the chance drop that we've seen, to that effect I was wondering if a player customized token might be a viable long term solution (viable for SE and players). Maybe this could be a continuous and fairly non-expensive solution? A key item or system that SE allows the player to store two variables, one binding to a location and one that records successful completions of said location. This means SE doesn't need to create a new token for every content, SE doesn't need to remember an ever growing list of content variables, nor players physical item tokens, and instead only need to give players two variables associated with an item/system (could add more, but still a lot less than remembering every dungeon).
An orb, or a phylactery, of fate that collects essence of the place over time and can be used to forge items for you (after necessary input is given). Change location resets the essence collected.
Empty Orb, 0.
Imbue to the Snurble Zone.
Orb Of Plush Fuzzy, 0.
Complete the zone, +1. Maybe add special point bonuses like full clear +1, +1 if completed synced. The later ideas is just a thought to reward players for queue'ing/doing the content as devs intended/challenged, but certainly not required.
Super coat of Camate Snurblizes, 30 points to seal fate. Orb's charge is consumed (by 30) but is still there for you to collect more essence or change location where it is imbued to.
Can mess around with it of course, like instead of successful attempts it is number of chests items passed on (pass X items, get one specific), and the system could be incorporated into other things like relic quests/special items to rejuvenate a specific zone, squadron HNM events where you buy a token with the dungeon currency and then run it again to spawn, even sacrificing items to the orb from said content to increase it's charge (although you might see people mad that you're gobbling items they wanted, so perhaps not the best idea lol). This is just to show that you could fiddle around with it, not "do it exactly how I described or else" ;P.
Key point here though is that you have to do the content still and the cost of items to be roughly around where RNG is starting to be a nuisance (if you imagine targeting a single item, what rate the devs would like that item to be near?). So there is still activity in the gifting contents for things (reasonably at least). Might want to give player's two or so orbs though rather than just one so they can have two different location's charge their fate's (can't stack a single location)- so players don't feel pigeon holed into farming one place at a time (also keeping in mind it doesn't work for content that is considered current, since this orb effectively gives you an extra loot drop every 10-30 or whatever x runs - although SE could incorporate it to current content with additional loot tweaks to the current system).
Bit of an issue arises for content that has a token already though, if the orb worked you could buy a weapon with tokens and then also with a charged orb.
For this reason I'd suggest that either orbs don't work for token'd content (pretty easy solution, the game already provides a token), or perhaps pay specific attention to the delay at which these contents become orb'able (and consider once they're orb'able they're super easy to farm lol). Had a write up for a third that replaces primal token system (saves inventory/UI space), but felt like players would mess up too much "damnit, forgot to set my orb for this farm party" and .. yeah nvm.. lol.
The idea here is that each dungeon doesn't get it's own currency so you're not going to have 100 currencies now and 200 in 3 years, and it isn't really designed to be primary method (RNG should be your friend, but if it really isn't then fine). Besides the obvious that SE may give you more than one orb (msq, vet reward, w.e) they could consider a similar concept for materia, like one orb that grows based on exp earned and while it costs a lot more you can choose which materia it forms (and of course SE won't give you a bunch, they're unique).
Key item these babies though please lol (and track them in the token page, they're a limited quantity so it's reasonable to have X slots allowed in there).
tl;dr Players get a few unique items that behave as tokens of your choice, while not asking SE to make every content have a unique tracking token variable on your character it still allows you to have one in essence (for most content at least, edit: I assume without other loot changes a definite no for the most recent content that then fades into the orbs once older). Nothing wrong with farming, or even a bit of being unlucky (suffering can lead to greater joy, weirdly lol), but I think true extremes are .. well extreme and unnecessary. I believe token + rng is nice, as the RNG allows you to be mysterious, hopeful, a bit of a mind game, small amounts of pain, and the token can be the anti-rear inflammation cream we all want (most of us, I think, at least).