The argument that the core scarcity needs to change has been made - and largely ignored. It's time to present a different angle on improving the core economy and availability, which I've done.
I think it's a little naive to believe that players aren't spending cores to masterwork. What you're implying is that the vast majority of used masterworks are either curated weapons (including pinnacle rewards) or catalyzed exotics. While I am willing to accept that the previous stated weapons might be in the simple majority, it is not overwhelming enough to make the statement that players don't masterwork. Additionally, in a straight core cost comparison, masterworking a single low level weapon will cost you more cores than infusing an [i]entire[/i] armor set. You can't argue with those numbers.
The simple fact is that availability is not increasing. Nor are cores going to be removed from infusion or costs reduced below the existing 3 cores. You might as well accept that. To argue the contrary is to beat a dead horse. Its time to look at adjustments to other costs to help players keep their cores and be more comfortable with using them for all the existing purposes.
You may not see it this say but reducing the costs of masterworking even to Y1 levels will reduce strain from infusion and can give players more play-style and loadout options for activities. That in turn leads to more cores being earned via breaking down dropped gear and completing applicable bounties.
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