This suggestion, in light of making the game less grindy, Consist in that dependending on the tier T1,T2 and T3, the drops of Crowns, Heat and Materials get heavily boosted to double or triple yearn for that specific tier, only acknowledging the Tier for that matter, meaning that from the towns to the station the loots are doubled and after that level is tripled.
This i meant to also stack whit the difficulty has well, making it more desirable to play in Elite all the time while exploring these levels.
For example, the by being by-weekly event, is that on a month and its four weeks, at the start of said week the boost in T1 takes place, and when reaching the middle of the week, that boost moves to T2. When starting the second week, it moves the boost to T3, and in the midle of the second week it restarts at T1. Meaning it rotates over time around the 3 layers of the world.
this would make more profitable every level and will entice more exploration of levels in search of rare monsters whit upgraded loots, like the Imposto cube Accesories or the Love puppy pendant for example, has well has making more profitable the FSC runs whenever it hits a T3 bonus.
This could also boost the amounts of boss tokens earned, simply by being in the affected tier as well.
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This is a very good thing to test in the Preview Server, just to see how it will affects the game economy overall.
Personally I would like to make a fundamental change in the approach of your suggestion:
Instead of setting the goal of ,,make stuff less grindy" have the goal be ,,make lesser used content more desireable".
If the goal is just ,,make it less grindy", then giving access to more crowns in general will also in return cause the prices to go up according to the increase, which essentially results in things not really becoming easier to access, aside from NPC-trades like recipies or crafting costs. So in the end to solve that incoming new arised issue of ,,prices still too high", it would demand to make things drop even more, effectively running on a tradmill with a carrot in front of you that you just barely never can reach.
My second thought is regarding the ,,depths between midway and the next big stop dropping triple their rewards". Or in other words, make the strata 2, 4 and 6 be affected more.
While I think that this really is a good suggestion to promote doing full Tier runs, I instantly have to ask one big question though:
Do you intent to have this apply to arcarde only or will this also affect the super-easy-to-access missions, too?
Since the currently most run mission to gain money is the well-known Firestorm Citadel with a certain fiery Duke waiting at its end, which conveniently covers the full entirety of Stratum 6.
So if this buff applies to missions, too, then people will have little incentive to actually go into the arcade, but just do the same old mission for the same old grind, since it is easiest to access while producing probably the highest yield in the same time.
This said...
If the goal was changed to ,,make less used content more", then this could be a big deal.
In return, certain levels would get a bigger buff than others, all across the clockworks. This is also a lot of work and would require more in-depth thought. But in my opinion, it would be a good thing to have multiple options for achieving the same thing.
Now.. while writing this, I also thought about another thing here, that I want to throw in:
What about making consecutive depths drop more loot in general?
This means, if you run depths 18-23 while startingin emberlight, you will gain the normal ratio, but when you start from depth 1 and ran all the way down and doing the same depth 18-23 floors, then those depth 18-23 floors alone will produce a significant higher yield because of a stacking multiplier.
This could be an event or it could be a permanent mechanic. Whatever it is shall be up to debate.
One more thing:
Let me also throw another thing in that just popped up in my mind:
Make danger rooms more rewarding.
While that would not necessarily promote longer and fuller runs, it is still the nature of danger rooms being exclusively inside the arcade, that makes Arcade runs more desireable in general. And in my opinion, having shift the focus away from missions and more into the ever-changing arcade for more randomness is a good thing to focus on.