Hello,

Although it may sound like more options are good, we can run into problems if none of the options are good.

What happens if I get an option of 3 items, but none interest me? I'll just pick the 'first' and carry on. This will be no different than now.

Then it becomes a challenge for SE to ensure that we always have a choice that we would like. And I'm not sure how that would work.

One could argue well that we should be able to choose 'gil' or 'crystal' over 'useless item'. But in a way that is possible: We can sell the useless item for Gil at an NPC (so removes the need to offer us: 500 gil or 500 Gil Worth Item), and then use that gil to buy crystals.

The point that I am trying to get at hopefully is that it can be a challenge for SE to offer up a list of balanced reward items to choose from that appeal to enough people consistently to be worth adding. And to be more worthwhile than to save the step of exchanging item for gil at NPC.

On a seperate note, not sure if it is fully known, we do get some choices in rewards sometimes:
Coffer Hunting, if we get a key, we can choose which chest to open and get an item accordingly.
Iffy/Moogy: If we get enough bits we can exchange them for a weapon of our choice.
Quests: We can switch jobs to choose where we put the XP if we want (which is nice).

But yes, choice is nice. However, implementing choices that we would find usefullness in can be a bit of a challenge.