So, in case the number of games in a series is doubled to 20 and its duration is increased to 2 or more weeks, the gap between entering the league and receiving the substantial amount of prizes (which happens at the end of the league, which would be 2+ months after its start if the league duration was prolonged as suggested above) could be too big for some people.
You haven't read hsiale post carefuly. His idea was to increase number of games in constructed leagues, making the series longer, but only 1 series in whole league. So, short term rewards will be received after each game win (as normal) and the long term at the end of the league (1 series).
Why would NOT PLAYING be a viable option? I thought the point of Gemp and of Organized play was to encourage playing and participating in competitions, not abstaining from them. Not playing can be done regardless of the existence of Gemp.
I didn't say NOT PLAYING - I said - not joining every league, which is quite different.
For example, instead of participating in a sealed league (format one might not really enjoy playing), one may choose to spend the gold on singles needed for his/her deck for constructed league to increase his/her chances there. If participating in a league was obligatory, to not feel left out collection growing-wise, then this choice of what player wants to do, and how to grow his/her collection would be taken away. In other words - all players would have to participate in all leagues. If this is what we want to achieve, we might take away the currency from the system, and make leagues free.
This will become even more true, once there will be more money sinks in the system, i.e. on-demand tournaments, scheduled tournaments, etc. Idea behind currency is not, to allow everyone participate in everything, as then there is no need for currency, but to provide all players with a valid choice, of how they want to spend their allotted resources (gold and time).
So far I've obtained 11 or 12 foils and promos. Their cumulative value was probably lower than a gold piece, let alone the price of a single booster. Obviously, the probability of getting a good prize is low. So, what is the expected value of a foil common, a foil uncommon, a promo, and of a foil promo? It is probably an order of magnitude smaller than the expected value of the cards in a booster (or even more), but I can't check it since the merchant doesn't sell foils.
The idea is, that an average player playing majority of his games in a league, will get his investment (joining league fee) in boosters, just from the game win rewards. That should encourage an average player to join the league at all (invest currency), even if one feels he/she might not get enough time to play all games, as well feeling strong enough as a player to win most of games.
I strongly believe, that current system for league rewards achieves all the goals we wanted to achieve. If you want to dispute any of that, you probably have to specify, if you want to change the goals, or argue that the system doesn't achieve the goals we have set. (I believe the goals can be found in one of the posts in the forum).