I see your point even though I disagree partially.
Especially regarding the prophecy example.
Why are you gathering 5-10 prophecies (depending on your lenses and CoF rank that is the nubmer of prohecies needed for 100 items to drop) for the same condition?
Pratically speaking you could have gotten way more out of prophecies when you spend less time rerolling just for those specific prohecies with different conditions. And than that would lead to a much more spaced out experience where you every now and then get a few of the items you want.
From my experience you can unlock 50-100K favor within 2-3 hours if you are playing at 400-600 corruption. That is not enough to buy neough prophecies for 100 items from the same condition. If you are sparing your favor so strictly to get so many items out of one condition that is a burden you put on yourself.
But I think we are also talking about slightly different types of friction here.
The type of friction I was mainly refering too would be things like overcoming certain challenges to get some type of reward. Like Legendary Crafting requiring a dungeon boss kill. This is probably not the type of friction most people would be thinking of as a first thought. Because a “boss reward” is not really a typical type of friction, but in LE’s case, because it is an integral part of item progression it kinda is.
Otherwise we would have a crafting station somewhere in town or just like regular crafting open a menu for that.
Second thing I was refering too would be the respeccing of skill sand masteries (skills losing some exp and masteries being not respeccable). This makes things much more meaningful, even though a lot of people hate it, I think it is a net positive for the game, because otherwise our characters would be lifeless shells that can be anything.