I might indeed be looking at it from a broader perspective. Might be due to an interest in game design myself. (I'd recommend the YT channel Extra Credits to anyone with a slight interest in it, as they do touch on things such as intrinsic vs extrinsic rewards, which is quite relative here.
https://youtu.be/h86g-XgUCA8)
As to the change on removing savage gear and making it mostly cosmetic, I think that would be an interesting experiment to try sometime.
On one front, I would agree with you, it does seem like they just want the reward. But on another front it also sounds like someone that is frustrated that some of what is considered nearly the games hardest content's potential rewards has no meaningful separation from the rewards one can get from running daily roulettes and the handful of 80 dungeons ad nauseum. Reminds me a lot of why WoW's Windfury became more known as Memefury, work hard to get it, then random quest reward is equal or better.
I'm not against hard content having meaningful rewards, as some do like an extrinsic reward to chase (aka the carrot on the stick), but when one can get very similar rewards from doing something of much lower difficulty, it quickly raises the question of why do the hard content in the first place if one finds no intrinsic reward from completing it?
Consider in many other games, if you beat a hard optional boss or some other built in challenge, if you get something silly like 1 gil that you can get pretty much anywhere else, don't you feel let down or insulted? Even if you were doing it for a challenge alone, rewards like that still hurt. Yet a unique but worthless item doesn't create that feeling as often. Psychology is weird isn't it?