Well, good math. But in your calculations how much RP can be obtained by increasing the weekly limit, you do not take into account one fact. Or consciously manipulate it. And this is where the root of the problem lies. By increasing the weekly limit to 350 CP, you say - "At this threshold, players will get more RP per day on average than those who have completed the Journey regardless of whether they purchased the extended journey and this feels much better. Looking at all the other data it has some nice knock-on effects as well. "
Yes, everything is getting good. But only if you received 350 CP per week. What does 350 mean per week? To be precise, its 192 rounds per week (350 minus 60 from quests and minus 98 from the bonus). That is 27 rounds per day. At the same time, you give statistics that say that 88.75% of players play no more than 6 rounds per day. So, ACTUALLY for this overwhelming majority, there will be no changes from increasing the weekly limit to 350. The system will not be more generous to them. Because these 88.75% of the players will receive 148 RP in 84 days against the 168 RP of the old system by playing 6 rounds a day. So your statement is wrong - "However, for roughly 88% of players, it will now feel more generous (provided everything is working as intended)." The same applies to players who played 6 and 12 rounds per day - they will receive 299 RPs against 336 RPs of the old system in 84 days. My math: (18x7) + (14x7) + 60 = 284 CP per week. All you need 2376. 2376: 284 = 8 weeks and 3 days to get level 100. That means the old system returns for 25 days - 25x4 = 100 RP + 199 from travel = 299 RP.
All these calculations are in the range of 84 days. But there are 365 days in a year. If all subsequent journeys will give the same RP. That means player who played 6 rounds a day will receive 86 RP less per year. And those who played 6 and 12 rounds a day will receive 160 RP less per year. And this is essential.
Conclusions: This means that positive changes from increasing the weekly limit to 350 will only be felt by players who earn these 350 CP per week. According to your statistics, this is about 1.5% of the players (27 rounds are in old system 4 RP from 6 and 12 rounds a day + 9 rounds, suppose that during this time 1 more RP is obtained. In the sum of 5 RP, which in your statistics is indicated as 1.5% players). So for the remaining 98.5% of the players, including those who play quite a bit, the new system is still more greedy.
P.S. It is also worth paying attention to this interesting idea - do not you think that the players are not opposed to the fact that they will receive less ore, scraps, meteorite dust due to less RP. It worries everyone that they will not be able to complete seasonal trees. And that means they will not be able to receive cosmetics, and especially cardbacks. Perhaps it is worth reducing the cost of seasonal trees? Because of this, they will provide fewer resources, but players will be able to complete seasonal trees and get all the ornamets from there. For example, unlocking seasonal trees, with the aim of to geting cardbacks, that what drives me.