Yet Another Token Suggestion

I've seen several suggestions related to the token system, many of them attempting to address vaulting or other perceived problems of getting what you want out of tokens. This is my take on it.

Standard tokens: still gives about a 5/6 chance at a random 1-star cover, but combine the odds for anything else into about a 1/6 chance to get a Heroic token. This doesn't really change much except preventing new players from getting too many covers that they can't put on their roster, as they can save higher level tokens until they are ready to buy a slot.

Heroic tokens: still gives about a 5/6 chance at a random 2-star cover, but combines the odds for anything else into about a 1/6 chance to get a Rare token. This again doesn't change much, except make the odds page shorter, and saves early transition players from getting a bunch of one off gold covers they can't afford to roster.

Rare tokens: gives the same ratio of 3-star to 4-star as current rates, but gives a Legendary token rather than a 4-star cover. Also, each non-vaulted character has a high chance to be drawn, but there is also a chance to draw a Vault token. (thinking about 3.8 % x 20 for 3-stars, 14.6 % Legendary, 9.4 % Vault)

Legendary tokens: they are both awesome, but also boring; they just drop a random 4-star cover.

Vault tokens: they have an equal chance to drop any vaulted 3-star. While it doesn't make much sense to open a Rare tokens for the sole purpose of trying to get Vault tokens, having some saved for when your favorite or most desired cover gets vaulted can be beneficial.

Event tokens: changed to have a chance at one of the featured/buffed covers, and then a large chance to get a Heroic token, maintaining relative odds.

Mostly this is just a fairly straightforward reworking of the current system, maintaining the drop odds and randomness we are accustomed to. It offers a small chance at a way to get vaulted covers. Also, since you never get a cover at a higher tier from a token (except Event features), but just tokens for that higher tier, you won't have covers (from tokens) expiring in your queue without expressly taking the risk of opening those tokens. Obviously the expiration timer is a point of sale that this system would allow many players to avoid, but I believe as players amass tokens for the higher tiers, they will eventually be tempted enough to open them without available slots, and should not adversely affect overall sales. Additionally, adding in the Rare tokens adds some new possibilities for event placement/progression rewards and the system keeps the individual drop tables shorter and easier to read.