In general the game adjusts a lot of things to the chapter you are in, with things becoming more and more costly as you move up, but productions becoming greater and greater as well. It's pretty balanced that way, I think. If I read your post right you are suggesting the same principle be applied to Fellowship Adventures it may be something they could do, but then how would you break it down on a fellowship basis? If you take the average chapter of the players in the fellowship and adjust the amount of goods needed to earn things that would work...but that's already being done on the individual level. If you adjust the amount of runs needed to complete a badge -- like 10 3 hour runs for a Carpenter badges goes to 9 3 hour runs for a carpenter if your fellowship is below a certain ranking, and 8 3 hour runs for a Carpenter badge for some group even farther down -- that might help. But then the most groups you could have would be 2 since the Statue bracelets start out with 2 48 hour runs, and if you had a "lower" amount it would be 1. After that they'd be free. sigh. In the end it might be "doable" but it would might be more work for the worth, than Inno would wish to do.
Still, I get your point. It's very hard to be competitive when you are smaller and have fewer resources. But just as in RL you have to work up to that level, so too, in Elvenar. You have to build a fellowship willing and able to compete. Changing the playing field may seem a good thing and helpful to those not as competitive at this point, but it's about the fellowship, it's leadership, it's vision, and it's determination to become a FA competitive fellowship.
So, to me, in the end, leading a fellowship that gets competitive every 3 or so FA's, is enough. To us there are just too many aspects of the game to be competitive in all of them. We would love to be so but are not willing -- or at least not YET willing -- to do so because we know it would take a lot more time and effort than we wish to spend.
AJ