I don't think seeing it as generosity is a good way to look at it. There are different game models, for example: free-to-play, pay upfront, etc. Our genre for Illuvium, in general, is play-to-earn, but to newcomers, this looks like pay-to-play, which can be bad for onboarding Web2 gamers. They are not used to paying for every run in a game and getting items with full ownership in return.
I like the current idea that the very basics are f2p, and then it transforms more and more into play-to-earn as they progress in their journey in Illuvium. I think it is super important to educate new players while being on this journey on the game model so they see the paywall coming and don't get a blindside hit from it.
After reading a lot of other opinions in this proposal, I agree that we should stick to the plan, since this is what people bought into. A full F2P model has worked great for some games, but for Illuvium, it seems too risky to try and gamble on attracting a mainstream audience with F2P instead of doubling down on the audience we already built.
One of my favorite things about Illuvium is that one goal is to make competitive gaming available to a broader audience, and I don't think putting ranked rewards/tournaments, etc. behind a strict paywall is in that spirit. Of course, the most rare and expensive Illuvials should dominate the leaderboards, but there should also be something like 2% of players with T0 decks on the leaderboard doing, for example, some crazy strategy.