All well and good that you should mention two badges, one of which may spur the player to create a relative wealth of T1 goods, the other necessitating crafting of available buildings, boosts in the MA, some of which may be useful, but at least I find most to languish in my inventory, while depleting my CC to the extent than when a valuable crafting candidate arises, I no longer have the CC to craft it.
And yet you ignore the requirements that we run our workshops in the most inefficient way possible for a week to be able to come up with the over-200 blacksmith badges and over-100 farmers badges, among others, that clearing all routes in all maps requires, not to mention the significant number of these badges needed in the pit PLUS running our manufactories in the most inefficient way possible to be able to claim over 100 Statues and over 100 Necklaces. This results in the depletion of Supply Instants from our inventories if we are to keep making the normal amount of troops and upgrades. And as far as Goods go, there are no instants, these badges just eat into our surpluses, if we have them, or, more likely, create tech block in the research tree. Depleting our surpluses and inventories is what FA is all about. The workshop and manufactory depletions may occur with other badge requirements that are effortless, or even beneficial, to create, but that does not make the WS and MM depletions any less wasteful.
Granted, this scenario relates to the unabashed point competition to which some FS lend themselves. The ones who do this generally have surpluses to burn but, in some, their junior members are left impoverished. One may always take the more moderate approach of completing merely one path per map for the minimal rewards. These rewards are not worth the effort, IMO. The absence of any truly game-enhancing rewards elevates the point competition to the only reason to partake, for some FS, anyway.
FA may be seen as a team-building exercise for the benefit of fellowship but realize that the team-building is going on in the obsessive culture of score domination, which is food for some but toxic for others. IMO, well-built teams have the ability to say, "enough" and to walk away from every other, or most, Fellowship Adventures.