Ifrit is not a solo event, its a group effort, that means that you need 7 other people to enter and win, and each entry requires inferno tapers and then there's always the chance that your PT will suck, or someone dies due to lag or your tank getting screwed over by a DD that brought cracks to him etc etc.

Taking that in mind, I think 10 wins qualifies you to get a weapon, lets say totems are 100%, wheres the problem in that?

Lets spice it up a bit and make trading the now 100% totem to the NPC results in a random weapon, you got claws first but your PUG is 12? oh well... but with the direction the game is taking where the majority are getting all classes to cap, getting any weapon is rewarding enough.

Or if 1 weapon per 10 wins is too good for you people how about---

No repeats: They are unnecessary. instead of having repeats they should turn the repeated weapon into a totem "You can't obtain this weapon so it blew up, pick up that totem" still I think this is too slow and not as rewarding/makes sense as the win 10 times earn 1 weapon approach, it sure makes a a hella more sense than having a repeated weapon that benefits nobody in the group.

Some may argue that this is intentional by SE to make drops low and allow repeats just to prolong the life of their content, so people stay busy forever repeating the same 2-5 instances for months and bitch about that than bitch about the entirety of broken game.

That's probably the case, but then again people giving up on said content find themselves with nothing to do (or want to do again to be accurate) will still bitch about the game.

I do ifrit often and I enjoy it mainly because I like straight tanking bosses and keeping hate on them alot more than trying to crowd control a bunch of weak mobs spawned by a mediocre boss that just encourages people to stack BLMs and nuke everything instead of building balanced PTs to beat 1 strong foe. (I'm too pre-WoW like that /hipster glasses)