While on the surface, intensifying rewards at the end of a challenge may seem like a way to widening the gap of wealth further, it also encourages people to stay in groups (as in party and guilds).
Who is to say the new guild system would not allow guilds to pool resources together to subsidize mist tanks for the n00b recruits?
The real problem: People want to play more than 100ME worth of levels (roughly 2 hours) per day and they want to play NOW (hence the constantly rising CE prices)
Solution for yourself: Stop worrying about playing more than 2 hours a day.
I play 2 runs of Vana (or danger missions, or even a arcade run and sell valuable mats), I earn ~200CE and I stop playing, and I always price my buys low for when the market varies. After 10 days I have enough CE to craft a 5* weapon from scratch. I don't have to QQ about CE prices either. I'm also not endlessly grinding for a 10CE profit. After that 2 hours, I'm playing just for fun and I know I'm making either no or very little profit, but who cares.
As for mist tanks in harder pathways, I already play through all the hardest content I can find (I always do danger rooms and typically solo them). So now OOO will be rewarding a player who won't waste ME/CE on revs with more ME so he can turn that into Crowns and buy CE. While the noobs blow through CE revs for that tiny ME boost and then inflate CE prices because they want to play NOW. Brilliant Plan.