It really isn't going to go away. Casual players, freemium players, pay-a-little-bit players, 'i refuse to spend money on the game but i totally would have bought it if it was a retail product' players, addicted-to-gambling-small-fish players, all these don't matter in the face of actual whales in terms of actual numbers.
When there are literally people out there whose two choices on a Friday night are to go out and spend $20,000 on booze and entertainment vs spending $3k splurging on a mobile game, it really is about getting as many of them as possible addicted to your game.
http://toucharcade.com/2015/04/21/mobile-gaming-monetization-whale-hunting/
If you cut the whale expenditures (ACTUAL whales, not "ha ha I spent $100 on this game") by half because of better rates, even increasing spending across the rest of the board by 20% is a net loss.
To simplify things a lot (and there are many other factors) - the easier it is to roll good shit in a gacha, the more likely it is to monetize a greater fraction of people, but at the same time, the faster it is for people who have serious money (virtually infinite by comparison) to throw at entertainment to get what they want and stop. There definitely is a point of inflection prior to which the former outweighs the latter, and any mobile developer worth their salt constantly runs and updates models based on latest market trends (hard data, not anecdotes) and monetize based on the results. Unfortunately even compared to 12 months ago, the environment has become a lot, LOT more whale-centric, which is both good and bad for everyone else. Good, because as long as whales exist, the games keep running. Bad, because things tend to get a little too pricey for the average player to consider.
It's not all doom and gloom, because any mobile game still needs a large player base to make it worth whales' time (and money) to invest - there's no point being King Cobra of a tiny deserted island. That means that it's still in a game's best interest to not drive free players away by having insurmountable content. On the flipside, what this also means that the more popular a branding (which translates into how big a playerbase it can draw), the less 'guarantees' the system needs to throw out to retain players. Anything related to Final Fantasy is honestly at the high end of that spectrum, for better or worse.
tl;dr summary of that report
2014 report - 50% of revenue came from 10% of spenders
2015 report - 64% of revenue came from 0.2% of all players.
They aren't directly comparable (not all players are spenders) but it's still very telling.
The fundamental thing that this all hinges on really is socio-economic imbalance. In other words, this is how the proverbial 1% manifests itself in the realm of gaming. As long as that colossal imbalance exists, businesses designed to capitalize on it will continue to exist. And we're more likely as a species to find a cure for cancer than to eliminate that gap.
Regulations can only go so far. Look at Japan - regulations are in place w.r.t. i.e. requiring accurate up-front info about ALL gacha rates, yet Japan is the largest microtransaction/gacha-based mobile revenue hotspot in the world.
edit: If this seems like it's going a little tangential, it was originally a post I made about FFRK's gacha rates w.r.t. way too many people claiming 'man if they made gacha rates better they would make so much money because
I would totally be inclined to spend some money on the game'. Post has been iteratively refined and reposted more than a few times.