Short answer: no. Longer answer: in a game that depends on microtransactions, what drives the game market is basically your whales, and those are the players you need to keep happy. Everyone else is kinda secondary, as long as there are enough to give the game an appearance of "being played" you're probably fine (also assumes the whales aren't being driven by other players, which, sometimes they are, sometimes they aren't, depends on the whale).
You'd need to look at Bungie's financials to really get a deeper understanding of what exactly they're prioritizing. If the average purchase from a customer looks like them buying the game and maybe the DLC, that means they need to keep developing more content, rather than focusing on microtransactions, because there aren't enough whales to keep that loop up. Alternatively, if there is a small, but focused group spending large amounts of money on microtransactions (in the range of $100 - $1000), then there's probably going to be more focus on that. If the company is looking to increase microtransaction profitability, that's probably what the microtransaction lead posting is for (i.e., they didn't make as much as they expected via microtransactions, and are trying to fix that). I'd argue that the current microtransaction loop for Destiny 2 would probably need to be reworked substantially for it to be successful, largely because it's simply not something that's terribly present or desirable in the current state of the game. Cosmetics only really work as microtransactions if they're highly desirable, but there's not a huge focus on the cosmetic aspects of items in the game to begin with, and there are already lots of options available to players for free. Masterworks in Curse of Osiris might help this, as you're spending more time modding the weapons now, but it's still a relatively minor part of the overall gameplay loop. Cosmetics aren't really presented as collectibles right now, and that's a big problem.
https://www.bloomberg.com/news/arti...i-to-profile-each-player-and-keep-them-hooked
Thank you! More to come below, as your answer is (I think) in semi-conflict with another.
Regarding the XP throttle, I think it was sloppy design.
Basically, whoever was in charge of their monetization (traditionally someone in the product manager role, supported by business intelligence) determined an optimal time to earn a Bright Engram.
They probably did some math, and figured out that flat XP gains wouldn't do very well to fit that optimal time and still remain satisfactory. For example, they want Public Events to be satisfactory, but you can't have them give good rewards for someone who does them once in a while, yet still keep it balanced for the grinder who's clearing them at a rate of 12/hour. That's where the throttling algorithm comes in. Their igniting mistake, as with a lot of their mistakes, arose from a poor user experience. We know that they can tweak everything XP-related serverside, but their XP display is handled by the client. So while the client was led to believe players were getting some amount of XP, the server was receiving a different number, leading to confusion. Now, this wasn't a good system in the first place--a good design lead wouldn't have allowed them to use such a nonsensical, obtuse XP algorithm, so this is definitely one of those things I'd expect an experienced progression lead to prevent in the future. Generally, you don't want to confuse players, and while there's plenty of precedent for doing complicated things under the hood, you'll want to respect the intelligence of your playerbase and be forthcoming about how your systems work. My guess is that the gating algorithm was implemented after the UI was completed, and they didn't have time to streamline and reconcile both systems.
So, the short version of this is that they simply didn't display the right numbers. If they'd have displayed, to the player, the xp number that ACTUALLY went towards progress versus the number that's seen by the player, it wouldn't have been as big a deal, or a non-issue (best case scenario).
Regarding the Eververse loot pool, yes. More items would drive more purchases.
Strong monetization systems drive a deep spend--that is, create potential for spending a lot of money. Eververse does NOT do that, and the value proposition per Bright Engram is really low considering you can get a lot of "trash" (basically, anything that's not Exotic). It also lacks any sort of long-term goals, such as rewards for completing sets. Another problem is that the loot pool is simply way too deep, and players are dependent upon weekly resets for guaranteed content. They could actually make a really simple change to improve the system immediately with a very low implementation cost: reset Eververse daily instead of weekly. There's a lot of other things they could do to improve Eververse, and I could go on and on, but suffice to say it's a really basic implementation right now, and it could be made way better without making players feel bad about it.
So, this and the above answer from Esserius seem at odds, but it also looks like it could be perspectives from two different angles...one where the game depends on microtransactions, and one where it doesn't, which actually may or may not at the heart of the issue...is Destiny 2 built for and/or intended to be reliant on microtransactions, or not? That's not a question I think can be answered without having incite into Bungie's prioritization, as Esserius says, but again, I'm a figurative toddler when it comes to an understanding of the how and why of monetization design.