Crowns below emberlight

soo after last update is there really the need for the 100cr a level from depth 19.
the update being we no longer have to venture through higher depths for each gate to get to ember.
i find it wasteful of energy (for those who don't stand near me i'm pretty much bankrupt and am failing to gain more crowns(I have 14 ce and 600cr LOL.)) and i can never generate crowns to get more CE anymore. i had also dug myself deep after buying non upgradeable 4 star items, and recipes that are useless to me or i cant make anything from them.
please increase the crowns rates at ember, as i never saw the point in the drop in the first place.
Yeah. Crowns pay-out doubles up after the half-way terminal, which is quite absurd. The difficulty on the other hand stays similar, since your weapon gains more power too along with the stronger monsters. I wonder what the idea behind this reward-system was.

It seems that the reward system was designed to reward depth within a tier, while payouts across different tiers are similar. It does disadvantage short trips, but what I find really interesting is that the payout ramp appears to reset if you decide to continue your adventure into the next tier. You go from the end of tier 1 (easy monsters, 1k+ coins per level) to the start of tier 2 (harder, more expensive to play, and 100 coins per level).
(If you go 5 levels down in tier 1, you get high payouts. But the first levels of tier 1 vs tier 3 give similar crown rewards)
This is very problematic, though.
1) The newest iteration of the gate pass system charges 200 crowns to skip tier 1 and go to tier 2 directly. So for the same 5 levels you might play, your tier 2 rewards are now 200 crowns LESS than you'd get in tier 1. That's just weird.
2) Higher tiers cost more energy to play. Three revives in tier 2 will cost 35 energy, vs 70 energy in tier 3.
3) If you've just spent the 3,000 energy (~$10) needed to craft a set of 3--->5* equipment (sword/gun/helm/armor/shield), then it is very reasonable to expect some reward. The new tier update removes a major incentive to craft, and arguably REDUCES the overall crown rewards for playing in levels where good gear is needed. (Sure, we get better ingredient drops- but if you don't craft, then those are useless. It's a loop!)
I understand the need to bring players together, and- most importantly- to keep emberlight players from driving the prices on the energy exchange in a way that totally shuts new folk out. But I'm not at all convinced that player retention will be helped by forcing long-time players to constantly cycle through content designed for people who don't yet know how to use the controls. And if tier 3 is going to cost more to access, craft in, and revive in, there really needs to be something to make the experience worth it.
Those changes may come- but until the benefits of spending like a wild monkey materialize, can the access costs be temporarily reduced, to reflect the (currently) equal rewards? This is a beta, and our crowns/energy would be better spent on testing the game. ( http://forums.spiralknights.com/node/998 )
I too prefer that the amount of crowns per stage that you get would be more even. So I don't want to get low crowns at depth 19 but high crowns at depth 28. It kind of forces me to play the entire way till the core instead of enjoying a casual short trip. This also makes earlier levels unrewarding even if it is difficult. (Like the Torporal Titan we had before)