I really wish there is method to reward non-hard core or casual players.
Lets try to see some ideas from other games:
1. Daily reward
Basically a method that required player to keep login every day to unlock bonus. It can be in form of daily quest, daily login bonus or first win of the day. Best way to implement in Median would be something like "400% exp and 400% MF for first hour or first game you created". Additionally if we tied in those bonus to the game rather than player, then you can add more social aspect of the game. I know it can be abused by creating multiple account / characters, but this is just a starting point.
2. Uber specific treasure class
Different than bias, basically you various different type of uber for different type of base item. Kinda like duncraig is bias for sacred item, but wouldnt it be nice if you can add more reason for people to spent more time in other forgetable uber so they will have reason / less struggle during early - mid transition. Im talking about khalimgrad, bremmtown, DP, CoF, IM, RS, CoV etc, something like, you will find more sword / dagger / 2hand sword in this uber, or something like you likely to find boot, belt and glove in this uber. It doesnt need to have quality bias, but enough for people that wanted to find specific piece for base item of their craft (we need to give more reason for people to farm more base item)
3. More cube recipe using uber ingredient
As you all know, all ubercharm have carry1 property and most of them can be used for lottery recipe. But again, it high random chance type of recipe and designed for people with lots of time to farm and grinding more base item. What we add more recipe for player progression that doesnt required too much time and effort but not abuse-able by god-tier player.
I dont have any idea atm aside from character orb as customizeable uber charm for player where they can easily reset by dropping them and find a new one. Idea would something like 115 req level + 1 level req per transmute with other uber charm, upgrade-able until 125 (that give incentive for player to push level).
Another type probably something like treating them like MO or "imbue specific gear slot with unique power". It will be something along the line of "5% celerity on struck" for boot, "50% MF and GF but -1k defense" on helm etc. It shouldnt be more powerful than lottery or lucky upgrade, but unique enough so player can play around during grinding phase.
4. Junk Lottery recipe
Now that catalyst of destruction of recipe is removed (because so many people have lost their set / SU),we need a recipe that allowed to destroy object but reward player at the same time. Additionally, because there are so much runes, gems clutter on the ground, we gonna use it as ingredient for this junk lottery recipe. It should be something like: Any rune x 3 + Any perfect gems x 3 + Any item x 3 -> Some sort of reward.
Im not sure what level should the reward will be (signet seem too much, arcane shards seem kinda too cheap) but probably something a lot of the line of "random shard quality", normal / greater signet of gold or experience, random potion (the one made with perfect gem) or just 1 signet of learning.
Im not sure how many cube lines need to be added though, but basically it reward people that stop by slowly and collect junk and clean them up. Imagine if you have multiple team member dedicated for cleaning while you yourself farming the uber.