Read moreYeah bad luck protection is a great example.
Features always have cost and benefit to be compared against other features. Design time, dev time, risk, etc compared to how many players does it affect and how much of an improvement is it for those players. BLM doesn't affect that many players, but it affects them a great deal (since dry streaks feel awful). That pushes it up the priority list compared to other things.
Having multiple different systems increases the cost of actually fixing the problem, which then pushes it back down. That's also likely exponential in practice. These numbers are probably lowball, but say it takes half a day to design a bad luck system and one hour to apply it to the handful of bosses that use that system. That's 1 day of work, pretty good for how much it will improve the game as a result.
Now say we have 5 different drop systems. Now we're up from 1 day to 5 days, which is a much worse deal. More than that, though, five days isn...
This isn't a hypothetical example by the way - this is exactly what happened when Shogun and I sat down to start making progress on this problem. We got around the initial time problem by doing it in the evening, and we "hacked" the prioritisation a little by sneaking some hygiene work into Raptor's Rampage, but the basic time issue still remains to be addressed, which is why Shogun is chipping away at it in game jams.