The daily log-in is to keep players logging in daily and keep the reported numbers of players high --> which attracts funding/investors.
The hourly tribute is to keep the player base active, and despite the nerf, it has continued to do that and is frequent enough to give people a taste of RNG.
Is there another metric (besides money earned) other than log-ins and activity on which game creators/owners are judged? If there is, then any mythic-gaining or crafting method should help them improve such a KPI.
Personally, I feel the game at end-game becomes a PvP game, I cannot remember the last time I visited the arena and I do maps from time to time for the first few event rewards. Perhaps vaults in TH could have a % chance of a Legendary or mythic? (Rather than a gem or glory key - creating a clearer link).
IMO, a crafting system should get the player base to do a combination of mini-games and give up other resources. For example, completing an arena run awards an arena token, more than 100 turns in TH gets a TH token. Then collect a certain amount of each, then throw in a high volume of some other resources etc. The benefit of this is that it gets people to play all parts of the game and helps early level players who more regularly play TH and Arena.
Just some ideas.