And one framework way is the Primal Tokens, this is easy to do, many systems borrow from it, its no different than how relic is right now in that you have to gather all these different items and hand them in, the items being the example of "tokens" and you hand them in. Just you get those "tokens" (aka Items) by random means. Where as primal you get them through also random excluding Garuda.
The system is there, you cant deny it, its been reused over and on different things, If you wear a full set of faction gear you can be rewarded an achievement, the "check-reward" is done, same as a token hand in. If you really were a developer like you said, you would see these design patterns and how entities are used using the same process.
In the end, to achieve the system, you're modifying
2 existing variables without doing anything else.
There is a variable that states your "drop chance" and then there is a variable that states how much you need. You cant deny this, its present and we have already really been told. We know we need 10 for Ifrit weps and 10 for Moogle weps, and we know there is a set "drop rate" for the tokens in the fights as they denied to increase this.
Thus to achieve the basics of "token" system, you increase drop variable to 100% and increase the need variable to a higher amount.
Its, that, simple. Garuda uses it.
You apply the same logic to Relics, you need 9 seals, so make it interesting, like 500 with a 100% drop rate. You edit 2 variables that exist.
No assumption there.