An idea of how to remove grinding & greed in Spiral Knights

Arcade is suppose to be the main attraction in Spiral Knights. New players these days, once they become more experienced, will later on just do boss stratum runs for heat & crowns. Arcade is very much close to being called dead content. Three Rings mentioned that Spiral Knights is a no grinding game. They fail to see that gamers only care for one thing when it comes to gaming. Game money & being powerful. Thus now, Firestorm Citadel & Royal Jelly Palace are the number one content social activity happens. And with all of these missions, social activity is even more scattered. New players go for the social activity. By default, boss stratums will be the main place for them to game.
SK's community consists of a playerbase that know many things about computers & programming & stuff/etc. They're also experienced with game farming & how to make the best of profits. I'm not even sure how I can tolerate Spiral Knights since there is a lack of socialness, the economy is just very hard for players who can't really make use of th AH since of all the limitations, & of how once they become experienced players on SK, they're ideal of gaming on SK is just to make crowns & heat. Later on they demand new content yet they barely have played the Arcade. I now understand why SK hasn't become more popular. The players in SK are all similar to each other. SK doesn't appeal to a different variety of people. Like once new players understand more of this game, they loose the appeal they had when they were first newbs.
My suggestions:
1. Reduce crowns & heat earned in boss stratums since the point of doing boss runs is for tokens & that should be the point of it. This community is belittle-ling your boss content Three Rings. They spam-run it just for crowns & heat & are starting to hate it because of so many repetitive grinding runs. Leave a lot of red boxes after the boss fight if they win. Boss stratum should just give tokens & lots of red boxes.
2. Make Arcade the most profitable for heat and crowns & removes fees when entering a Tier. Lower payout & heat in boss stratums & increase payout & heat in Arcade.
3. There are too many missions; remove Arcade content in missions. The playerbase is very scarce.
Another idea: Remove boss stratums in Arcade & just make them into missions? >:0

Suggestion 1 is actually 2 good suggestions combined.
1. Lower payouts for boss levels.
2. Rewards AFTER the boss is a good idea. It is rather sad that veryone values the two levels berore RJ over the boss.
Simplest way to lower Mission payouts over arcade: Add a small fee to enter or join a mission.

If we are going to roll with payout changes we have two options: decrease boss payouts or increase Arcade-normal-floor payouts.
Boss missions are often favored for the instant gratification of boss tokens (which can be exchanged for items which may be sold to NPCs or other players), decent heat, and plentiful crowns. People want crowns. Boss missions are fairly short and give more crowns per floor while only having to do very few floors. All you have to do are the three/five floors and you get a giant payout. What do Arcade runners get? Access to recipes not available through the Hall and spending more energy for less monetary reward. The Arcade is supposed to be the main appeal in common gameplay, but its only appeal is access to recipes which cannot be found through the Hall since a significant amount of players complete the mission series before even looking at the Arcade. If boss missions are bumped down in payouts people will flood to the next best thing, which will most likely still be boss floors due to the significantly higher yield of reward in terms of money. On the other side, increasing average Arcade payouts would simply create more inflation without any counterbalance. What if boss missions have their rewards decreased while average floors have their payouts increased? It would eventually boil down to numbers: which floor gives more money to squeeze. Seeing as boss floors are supposed to be more difficult, therefore more rewarding, for Three Rings to do this is highly unlikely. More boss runs means more boss equipment, meaning more unbinding, meaning more energy spent, meaning more money for them. If that process is interrupted they lose money. Losing money is bad for them.
After getting through that indigestion and sitting on the toilet for an hour, what do we do about this nonsense? Do we go back in there and sit down again? No, that is stupid. Stupid and boring. We need an independent incentive for the Arcade without fondling crown payouts. That gets you arrested. We need another reason, something that everyone would want but is not necessarily crowns; materials, heat, and equipment.
Materials are already too abundant because they have very limited use and are commonly obtained. We have a tidal wave of materials coming into the market and barely two truckloads being used to feed the children. What do we do with all these materials which are not being eaten by crafting? Nothing, they just sit there like idiots. Millions of idiots. With the guild update, more specifically for the guild hall, I hope they make a crafting system which primarily consumes materials (it can still use some energy, but the majority of the price should be materials) to create furnishings (decorative flags, furniture, etc.) for yet another cosmetic appeal. It would eat up some of the giant mountain of blubber everyone has sitting in their arsenals without creating a major imbalance because it is solely cosmetic.
Heat, as explained not too long ago, is the Spiral Knights version of experience. Again, for the guild update, heat should be useful for something. Maybe a trinket or some kind of equippable item which takes heat as if it were an unheated item and dumps it into your guild. Your guild could use that heat for previously referenced guild hall decoration/improvement building or simply to increase maximum guild member numbers. When your equipment is burning hot from all the heat pumped into it and you have nothing to do with all the heat you ripped out of zombies in Firestorm Citadel, throw it at your guild or something.
Equipment is a major part of this game. Your equipment identifies what you are capable of, supposedly; by wearing 4*+ you are assumed to be experienced and skilled. However, due to the mission update which brought the depot there has been an influx of "pay to win" players. They buy a bunch of energy and dump it into the market, which is a decent counterbalance to rising energy prices, but is not significant enough to last. They get their vanilla equipment and Three Rings makes a few quick bucks off their impatience. That person then goes off to do some T3 only to find it far more difficult than T1. They throw a tantrum, whine, cry, soil themselves, and eventually quit never to return. What a waste. Before anyone points out the obvious I know equipment available through the depot is based on your rank meaning you have to get clearance to buy prebuilt equipment before you can grab it, but that does not stop the pay-to-winner from buying their equipment from someone who already cleared it.
What do we have left? Nothing. This is going well. Actually, go back to equipment; not necessarily having equipment drop from enemies, but the means to obtain new equipment. Currently there are four means to obtain equipment: token exchanges, crafting, depot, and dropping from enemies. Bosses have tokens. Crafting consumes materials, though not very quickly. The depot only takes energy. Enemy drops would make something too abundant. What do we do about this? With tokens we could have a separate system of tokens, based on the amount of Arcade floors consecutively run; the more floors you run at once the more tokens you get, but not to a magnitude scale; every X amount of floors would increase the Arcade token amount per floor, not multiply your end token count for that run. That way using an elevator pass is not absolutely required to get ahead and running on mist is still worth running the system. What do these tokens do? New recipes, equipment, accessories; something. Most likely accessories. The token payouts would be fairly low, starting at one per floor and increasing based on a system which may be explained later, but the system would end up eating hundreds to thousands of tokens for the items which are likely to be accessories to have a reason for cosmetic punks to jump in the Arcade. The accessories would be untradable. What about the equipment you attach them to? Untradable and un-unbindable unless the accessory is removed. Painfully.

Mostly a perfect +1, though I would suggest another thing so they don't have to create so many values for things:
What if some Crowns wouldn't appear depending of the Depth you joined? I mean, when a Heart drops, this Heart is there in "every player"'s world, free to pickup. If Crowns appeared partially to people who joined in a later Depth or so, it would create this coin balance. It would also make the trick to join at half arcade for FSC grinding obsolete, though this may require erasing the Boss missions from Mission Mode or just implementing the "half Crowns appearing" variable for it.

What if there was a fixed payment for doing Arcade? Like once you reach terminal, an NPC will give you your FIRST payment for mining & exploring the clockworks & then after reaching the subtown or the core, they'll give you the second part of the payment. That could work, a fixed amount of crowns on any Gate. They all give the same payout, it's just a matter of choosing which gate you'd like to run based on the type of stratum. We could even make undercity popular by increasing it's payment ;0
This would make gate creation popular again! Heck yesssss!! It makes sense & I think this is a good suggestion myself.

I wrote about what the game needs in my book of suggestions a while ago.
Specifically, my solution to the arcade/T3 boredom/economy was redoing gate construction and adding in rare items.
What would this entail?
Lets say that you're a long time T3 player- you've got 500 of every mat that doesn't sell well, but you don't have a shiny piece of costume armor/weapon reskin/new gear piece only available on a specific level. In order to get to this level, you would need to manipulate the gates using special items that are more than just 'minerals', they would be new "gate construction items" that require massive amounts of mats and some minerals to craft. These gate construction items would be placed into the arcade gates during construction, and would act as levels in the gate, but minerals would still have influence over it.
Example:
Name: 'Heart of Ice' gate construction core
Description: A frosty gate core created from massive amounts of everfrost that is said to draw the coldest parts of the clockworks into it.
Crafting costs:
-15,000 forbidden fruit
-10,000 grave soil
-10,000 ecto drop
-5,000 red shard
-5,000 blue shard
-5,000 dark shard
-1,000 everfrost
-500 trojan horseshoes
-500 mugs of misery
-2,000 CE
-20,000 CR
(Note that I made this up as I went along; crafting costs are just 'in the neighborhood' of being what I imagine)
Then when you went to the gate, there would be an option to place the heart of ice core into the gate. Once it was placed into the gate, the heart of ice levels would appear at the end of that stratum, and would set the other levels to ice levels. No one could put 2 gate cores into a single slot, and other minerals deposited into the gate would fit in by changing the actual levels leading up. Lets say that the theme was 'gremlin'- you'd get gremlin/fiend/beast+ice levels up until heart of ice. Shock was chosen? You'd have fiend/beast+ice/shock levels leading up to the heart of ice levels.
There would be a new set of items introduced with this level- a few costume items that were basically cool reskins for costumes, a few reskins of usable weapons and finally, a new weapon/armor that would be only found in this scenario. These items would replace all item drops found in the stratum that the core was placed in- with the costume items replacing 0/1* items, the new item replacing 2/3* items and the reskins replacing 4/5* items (the reskins would not require extra crafting to get to 5*; they would be there), that way it would be plausible to find the items there given some 'grinding' but mostly, it would be in the adventure in getting together a group of knights that wanted to donate hundreds of ever frost and trojan horseshoes.
Do I really need to enumerate the benefits such a system would create?
-The devs could create levels on the fly without having to change the spawning algorithm of the clockworks too much
-A huge material sink would provide T2 players a source of income
-Forces cooperation
-Guilds could "control" the clockworks
-T3 players would not be needing much energy for it, and thus would be more likely to sell the energy that they buy for crowns which they will turn around to buy materials with
Of course, the idea doesn't have to be that specific- if I were a dev and I read this and found inspiration for another implementation of it, that would be fine too.

I saw myself in kitty's description in the OP...
But that is because I HAVE to do FSC grinding if I ever want 5* stuff. It's just so expensive. And with the CE trade prices now reaching 8,5k Cr i need more than 1 run for 100 CE. And that bomb i want to upgrade will cost me 1200 CE in total...
Suggestion 1 is actually 2 good suggestions combined.
1. Lower payouts for boss levels.
2. Rewards AFTER the boss is a good idea. It is rather sad that veryone values the two levels berore RJ over the boss.
Simplest way to lower Mission payouts over arcade: Add a small fee to enter or join a mission.