Loot issue: system that rewards all aspects of playstyle (dps, heal and tank), maybe threat is a solution maybe it isnt. But Only DPS is BS.
For DPS, i think dealing 5-10% of the boss life in dmg should be enough to grant you a cube. That means around 15DPS getting cubes. Threat should be factored in the dps, but not 100%, just enough to close the gap between swordies and the rest.
For healers and buffers, i have no clue.
Spawn camping issue: cap the number of cubes an account can get per week. This will not only let more people have a chance at cubes, but also regulate the market. While the number of itens in it will remain the same, they will be placed by several diferent players, therefore, avoiding market monopoly by a small group.
Of course, players that spend shitloads of time and dedicate a lot to the game will be against this kind of thing, as it hurts their monopoly. But in the end they are a very small % of the game population.
The only reason i think IMC didnt change the world boss system yet, is because of their small staff and priorities atm.
Also casuals and hardcore are the minority of the game. The semi-hardcore or semi-casual make the majority of the player base, if they go frustrated with the game, it sinks, its a fact.
Take wildstar for instance, they tried to catter for the hardcore, and the game tanked in couple months… You either have suficient audience to place a niche game (which tos doesnt) or you please the majority of your player base.
Also i dont think majority wants players to get a cube for sneezing in the boss, they want fairness.
PS: tos bosses are a joke, they should be more challenging (after they fix frames!)