It's not a friggin skill based game. It's an item check, dice rolling endgame.
"I keep losing, this casino sucks... you should fix this game so that I can win more often."
This is basically the complaint when you're talking about being unhappy with an RNG system.
There is no way to compromise on RNG because, fundamentally, it never changes. There are always winners, losers, and people like me who generally break even or cut their losses early and then fold and go do something else. It's kind of sad I play that way in casinos too... I play until the casino has paid for my gas and dinner and then I walk away.
The ONLY way to address the concerns of those on the forums who hate the RNG component is to have no RNG at all. Adjusting it up and down all you want does not change anything. In fact, fiddling with the RNG system just makes the game disapointing for different reasons.
What then is the way forward if not RNG ? The only simple option I see is very expensive 100% success enchanting. That meets the criteria of the system being a gold sink, which it is, and also ensures that the determing factor in getting things enchanted is solely time. Everyone pays a lot, everyone has to put time in.
I personally don't care. I don't really win much nor do I lose much. But I will agree that the RNG system by its very nature creates a lop-sided picture of users. The loud minority who are happy with the system because they're thrilled with their luck and want no changes, and the loud minority who fail constantly that want it changed completely.
How would one make it so enchanting was skill based? It seems like the very idea of it would be RNG in some form or another.