First of all, I just want to say thank you for building this awesome game, and also having this specific topic of discussion with us. I’ve played many many mmo’s over the years, my first one Asheron’s Call ranging all the way back to 1999; this issue you described of a purely rng approach to items is something that has only affected me in a couple of the mmo’s I’ve played. However, that said, it was a singular issue of dislike that stood out to me, and usually pushed me away from said games. I, as a player, really get into my characters rp lore/story, their item look, and what items from all aspects of the game that I want to acquire.
In my years of online gaming I eventually tried and played WoW on and off, mainly because I had relatives that played and it was a good way to stay in touch. While I played I found my own ways to enjoy and get into that game, doing the usual process of leveling, reading all of the games side quests/npc text, and finding out what items I wanted. In WoW, which is about 10 years old now, they have a purely RNG based system and because of this you see people creating threads in their forums saying that they have been running X dungeon every day over X amount of characters for X amounts of YEARS, sometimes like 7 years. That to me seems like a horrible, dated method of antiquity, that really could easily be improved upon. This very topic, is the primary reason I quit that game. I had finished playing with my family, they had quit, and my only reasons to stay were a bunch of cool items from various locations that all had about a .002% drop chance. This was frustrating, inspired no hope in me, and led to me walking away from their game.
I do understand, and am very grateful that GW2 has nowhere near the abysmal RNG of other games like the one I just talked about. Nevertheless, the same system being in place, can and does create those many outliers. People will run events/dungeons or whatever in game time and time again, and get frustrated that their 500th fractal run dropped not a single skin, and worse, that their buddy who just joined the game ran a couple and immediately got two of them. Your option two leaves players a fallback in their mind, if all else fails, at LEAST eventually I can start to accrue tokens to just get what I want. This would also help to serve the people that want a singular skin, and when luck supposedly comes their way, it drops the wrong item in the same skin set.
A system in place like your second option would keep your players playing the old content waiting on luck and/or those tokens to eventually get what they want while playing your new content as it comes out and enjoying that story/set of items too. A LOT of people eventually just give, permanently, running things that are purely random. Other people, like myself, hear of players running things so many thousands of times and just want nothing to do with turning my fun game time into a negative grind everyday.