While I understand what youre saying, I feel that it misses the mark somewhat as it appeals to a too narrow segment of player types.
I know you shouldnt compare games, as what is an incentive in one may be nothing in another because of the systems in place, but when you look at a game like Elder Scrolls Online, the incentives are wide reaching and value added on top of the base game to cover many different types of players. including end-gamers, crafters, pvpers, roleplayers and the super casuals, theres something for everyone, but the same cant be said for Patron.
An important part that we dont really know is the desired outcome(besides making it financially viable) and mission statement of the game and its systems… Is the sum total of the game you grinding ilevels and ap/sp? When looking through the Patron list, it does appear that is their way of thinking.