The first solution is the one I find more sensible - decrease the Tomestone reward for Castrum.

Something like a dozen times since EW released, and since I've gotten almost nothing but CM in roulette, I wondered out loud why CM kept coming up, hoping to get an answer from the person(s) who queued up for it. There has usually been a response and the response is invariably that they're running it for the TS.

It's clear that new and/or returning players are under the impression that this is the most efficient way to farm TS - this based on the fact that CM was a roulette rarity before EW. There is an argument to be had about whether it's actually more efficient than running something like ARF, and that argument is further complicated by the matter of xp for running those outside of roulette.

It seems that it would benefit everyone to make that argument uncomplicated - let CM reward fewer than 150 TS and let people farm elsewhere, where everyone can actually have a dungeon experience that doesn't just technically involve action, but that actually lets people play their jobs (as opposed to this disjointed venture where people get 2 whacks in per mob before another 2-min cutscene interrupts), and that actually rewards some xp.

The other solution is one that's commonly suggested - about as commonly as you hear suggestions of harsher penalties for people leaving a complete drag of a dungeon that doesn't offer them incentive that's anywhere near on par with the other MSQ roulette possibility. That solution is to up the XP reward for CM in roulette, and let people continue grinding CM to farm TS.

I've seen people reply to this suggestion with "well then nobody will want Prae," but we don't need to overshoot the mark. CM can just be adjusted to scale appropriately. There may be some disagreement as to whether additional CS time or additional "combat" (in quotes because it's laughable to refer to it as such, considering how effortlessly parties whack their way through CM) should be considered for more or less xp, but there is certainly a sweet spot to make it vague enough that nobody will feel compelled to leave one or the other of the two MSQ roulette dungeons.

I personally like this solution less, as it still involves people queueing up for these 8-year-old dungeons whose designs ended up being so problematic that no expansion following ARR would go anywhere near them. I feel like people should only be queueing up for CM and Prae when they need to get it done or because they want to experience it again, in or outside of a NG+ run. Giving them both such hefty TS rewards is nothing short of explicit incentive to continue running two dungeons, one of which involves lots of dated mechanics due to the item levels of most of the participants, and the other of which is mostly cutscene. I don't know what the point of that incentive is. That's what MSQ roulette is for.