I wrote this in another topic, but I agree the system is stale and personally feel that trains have ruined it. Again, why even design these monsters to have mechanics if this is the way players are interacting with the content, they may as well be training dummies for all the mechanics that occur before they die.
Can't argue that trains are more efficient for currency, so they either change that with a simple nerf... which most likely results in wide abandonment of the Hunt by players exclusively interested in currency or try something different.
My suggestions were:
1) Give all A Rank and S Rank Hunts actual rare drops. A mix of Glamour, minions, bardings, mounts, etc. and a mix of Untradeable and Market Board eligible.
2) Make FATEs interact with Hunt Timers. Each FATE successfully completed takes a random amount of time off the Hunt Timers for that Zones A Ranks and S Ranks.
3) Retrofit Bicolor Gemstones to ARR, HW, and SB zones and introduce new vendors.
4) Give the Hunter-Scholars that already exist in every zone new dialogues that inform the player about the status of the Marks and indicate roughly how much time is left on the timers. For example: "There haven't been any sightings", "Many reports coming in", "The beast has been sighted nearby"
This gives ppl interested in the Hunt a reason to interact with FATEs, which will potentially help ppl that are already in the zone doing FATEs either just for leveling or for Bicolor Gemstones. Since A Ranks will also have Rare drops then ppl after those drops have a reason to camp a zone completing FATEs to get a specific A Rank to spawn faster... which is also making the S Ranks spawn faster.
So Marks will probably get killed more often as soon as they spawn based on the desirability of their drops, which makes the trains less efficient without actually nerfing the currency.