Token system is not needed. We need:
1) Trait balancing
OR/AND
2) BoE for dungeons (maybe trials but not arenas)
That's all. People do not try to understand the essence of the problem and suggest short-sighted ideas like tokens.
Nowhere is this problem more evident than with the vMA weapon grind, where trading with group members isn't an option.
Perhaps we need to consider the use data in a broader scope? Sure the average person MAY run vMA over and over (and over and over and over...) trying to get the right drop, but what maybe isn't being considered here is what impression that leaves them with afterwards.
How willing do you think they will be to do that grind again after that experience?
How happy with the design do you think they will come away feeling? What will that feeling do to their overall long-term enjoyment of the game? Will it lead them to tend to expect the best, or the worst? (Very relevant to the present debacle.)
These more subtle considerations are the ball that ZOS psychologists and marketing are presently dropping with this design. A token system is simple to implement and would have a MASSIVE positive impact on the long term health of the game.
Make it so, number one.
Number 1 reason for my old day 1 Destiny buddies was the awful RNG grind. This is what almost killed WoW.
You'd think gaming devs would learn...
FUN FACT!
RNG is not random. It malfunctions a lot (cluster problem). The amount of multiple SAME drops I got RIGHT AFTER EACH OTHER during my 13 hours farming the last three days showed that impressively.