Oh, and P.S. do I love everything about the event? Not really. Definitely things could be better. I'm just saying expecting to get everything as a free player (like the first event) is unrealistic.
As I've said before, I'd argue the design target for rewards like these should be:
1. All "normal" players (regardless of how long they have been playing) should be able to get the event maiden, along with possibly some other misc stuff, though newer players may have to "no life" it.
2. Casual players will just get misc stuff
3. Whales (and potentially no-lifers who get lucky) can get everything.
And my gut feeling from these boards is that they hit that target. (I suspect even newer players (albeit not brand-new) could get Ophelia if they no-lifed it. The drops on map 7 definitely improved as well. Was getting an average of 3. (I switched over once I had enough of the other mat from 10)
Seems like the vast majority of people got at least Ophelia. Those who didn't were unable/willing to play for significant periods.
Now sure, they could have made it less random, though that would have prevented the whole "no-lifers who get lucky" aspect... though I doubt there was enough (any?) to bother, and with many of us closing in on 110 energy (I hit 90 towards the end of the event, I assume some are near 110, especially those who played during the soft launch), the whole concept of no-lifers in the high end game is pretty much done. 9 hours to full recharge covers sleep, and almost all of work. (all of work if you can do a few runs on your phone at lunch)
So yes, could it be improved? Yeah:
1. Less random. (pretty much give the average of what you got now)
2. Auto-complete once you 3 star a map*
3. Apparently fix the after-event purchasing, assuming you're going to leave it in.
4. Don't even bother with the mat gacha, if you can just buy missing ingredients after. Assuming pricing is fixed as per point 3.
(Note: I'm not entirely sure how I would implement auto-complete in this game, since units get all their exp from actually being in the fight (though not necessarily deployed). All the games I can think of with auto-complete you get much (if not all) of your unit exp from feeding resources into your units. It significantly changes the dynamics of leveling up if you can simply slap in 4 lvl 1 units and auto-complete a really hard mission to level them up real fast, instead of having at least 1 or 2 high level units to nursemaid them. However making auto-complete give *no* unit exp would pretty much make it pointless. Maybe this will change when I hit the cap for my primary maidens, but if auto-complete doesn't help level up the maidens, it may as well not exist. Which presumably means you'd have to restrict auto-complete to using the same party you used last time on that map. While only having auto-complete work on the last map you did if your party is still the same would "work" for event grinding, it is definitely less than ideal. I'd like an auto-complete function to be useful when grinding outside events, which largely means popping from boss fight to boss fight to boss fight.
So, I'd guess I'd implement auto-complete as follows: To auto-complete a map, your party has to include all the members you actually *deployed* the last time you 3*'d that map. That does, most likely, add quite a bit of memory to each persons profile. For each map you'd have to memorize (up to) 4 maidens. But I think it would be the most optimum for the players, (other than, of course, just saying frack it and let us use anybody, and ignore the fact it'll make it far faster to level up new maidens.)