Your MF point is... Right. I have heard it from multiple sources. I don't agree with it though, I feel you are creating your own concept of "all or nothing" which is a self-imposed regulation. What I had already done when 2.0 came out, was triple base rarity, and nerf MF by 25%. A huge problem for many of you players, is that I allowed you to craft legendary items; and by using bank reset, or dozens of crafts per slot; players were getting 5X perfect stats. The equiv of level 50+ gear, on your level 36 hero, from speed running low level content to farm honor; then skipping all late game content and doing the absolute hardest content. None of you have ever had to "gear up"; since buying your way there has been easier. And it is hard to replace your 5X perfect roll items, that have a .01% chance of dropping; and that has become your standard for "what players should have."
Also, a huge notion from players is that they need "400% MF" to get good loot. Sure, with 400, you will see 15 legendary drops per run; but as you said, it is not viable. however, for a DPS char to drop a single item slot for MF; you lose 6-8% DPS, and gain 100 MF; which quadruples the quality of loot you will find. dungeons take 10% longer, with 4X the loot worth looking at. Party size, and the global MF bonus is also commonly ignored. With 80 MF in a 5 man group, with a few global buffs, you will see 4-5 legendary drops per run, and 20-30 epics, with only slightly increased clear times.
In last weeks update, t13 items are available, and legendary items are not craftable. the t13 items being a great example of how late game is intended to be played; and in the final version, the inn will be so much weaker than drops, it wont be considered. But many players are using t13 rare and epic loot; because a t13 rare with 3 good rolls, is better than a t10 with 5 perfect rolls, or a t11 with 4 perfect rolls.
I am still willing to alter drop rates and how MF works; however, I feel that this updates aligns better with my intended game design; and that with 3.0 it should all be a little smoother than with this false-content cap that currently exists. Drop quality increases with creep level, so with 15 more levels on base creeps, that is additional base MF as you enter the "end game"; and higher MF rolls on items, so you can give up fewer stats for that bonus; and more dungeons to grant more global MF, if you dont want to swap out an item for a MF item.
Conclusion:
My fault for allowing you to craft items which allowed you to bypass the farming stage entirely, and it gave you the wrong idea for what gear quality should be. This most recent patch should affect both the low and high end of that concept. If it is still an issue after it has been tested better, I can remove MF all-together.