Personally, the system they have now is too rewarding given the effort necessary. However, given that the times have changed from 2013, I'd just say the loot system for savage is "about right." Consider the following:

If you are clearing P6S, it means you are seeing 7 pieces of loot per week (3 accessory, 2 of head/hand/feet and 1 tomestone weapon and 1 accessory upgrade). That's nearly 1 upgrade per week even if we discard the weapon tomestone (6 pieces, 8 players). Let's say a player clears those 2 turns for 4 weeks. They've also earned an accessory and head/hand/feet piece of their choice. So, in 4 weeks that player has seen:
- 12 accessory drops
- 8 head/hand/feet coffers
- 4 accessory upgrades (as good as a drop)
- 4 weapon upgrades (which by week 7 has less value since they are obtainable by way of normal abyssos)
- and 8 manifestos

With average luck rolling on those drops (or a static evenly distributing gear), that's 1.5 accessories, 1 head/hand/feet, 0.5 accessory upgrades and a guaranteed accessory and head/hand/feet of their choice. Or to put it another way, 4 weeks into clearing just those 2 turns a player has:

- 3 i630 accessories
- 2 i630 head/hand/feet

That's over 1 piece per week.

Now, let's think about the barrier to entry to run this content. There is no doubt you have to be skilled to clear this content. That goes without saying. Consider the following:

- About 1/3 of the playerbase has opened up this raid (as per achievement trackers)
- Players can pick when they want to fight these enemies on their own schedule
- You can try as many times as you want
- There is 0 exp loss
- There is negligible gil loss
- There is no travel time to raid
- There is no competition

Compare this to the games of the 00s where:
- a tiny fraction of the playerbase could get to the raid zones since they were locked behind difficult missions
- Banding together with dozens of other players to take down these enemies took a lot of organizing
- You had to compete to claim these enemies (or to get the items to pop these enemies)
- If you failed, the enemy either despawned or was claimed by another raid group
- Exp loss
- Travel time
- Very little loot per kill, if any
- Loot spread among dozens of players present

Personally, the system they have in place is very reasonable. However, we are over a decade removed from MMOs with systems like what I described above. So, it could just be that we have a generation of players that isn't accustomed to that sort of adversity.