There's an antiquated air to the ceiling over Destiny's Vanguard and Crucible Marks which limits players to earning 100 of each per one-week period. We haven't seen design like that in decades, and it didn't even fly back when artificial difficulty and longevity was the best developers had. Such dinosaurs as Hexen and the original Metroid wouldn't have forced players to backtrack if they had had better ways to extend their game, so for what reason could Destiny have so farcically forced players into playing for weeks on-end to unlock what could have been obtained in a weekend? Hint: A stupid one. There's no threat of exploitative farming here; players can't even trade. Capping Marks at 100 does nothing but actively discourage players from participating in end-game content - allegedly the best part of the game. There's no reward, so why play? Just wait until next week (during which time the chances of you returning the game itself increase dramatically). There are a few outs to this. The most obvious, of course, is to, say, triple the current ceiling. Next in line would be secondary incentives. Don't make the climb to max weekly Crucible Marks a reluctant one, make it a goal by upping the reputation generated once the Mark cap has been reached and increasing the chances of being awarded Legendary and Exotic gear from the match lottery. Maxed your weekly Vanguard marks? You should probably get some sleep, and get some increased drop rates of your own when you invariably Strike more.
A freelance games writer, you say? Typically battling his current RPG addiction and ceaseless perfectionism? A fan of horror but too big a sissy to play for more than a couple of hours? Spends far too much time on JRPGs and gets way too angry with card games?
Well that doesn't sound anything like me.