While these ideas sound good on paper, I have two issues with them:
1. I am not even sure if these are real issues. I think a lot more replacements happen for mental health reasons or being busy irl than just because it's hard to catch up or something.
I mean if you look at TL's Garndest Idea uPick that just ended, which was a replacement hell with 12 replacements (and 4 different slots that got replaced at least twice), I really can't say there was hyperposting or too much fluff. It was just a bunch of players who signed up / repped into the game and then collectively decided it wasn't for them for whatever reason (I admit I am somewhat guilty of that too, having decided to rep out because I just wasn't having fun (and whether or not that's justified is a separate discussion, I think)).
So I don't know if incentivizing engagement or cutting back on post numbers is going to affect replacement rates in any significant way.
2. I'm really struggling to see how high risk high reward play can be incentivized through setup design, except by making setups very unbalanced in such a way that you would *need* to take gambits in order to win (as scum), but then this would *dis*-incentivize proactive town play.
Despite both issues, I do agree there's a fundamental problem with the fact that a lot of players don't like playing scum / don't really give their best as scum and it hurts games. I do think the best way to fix it is by changing site culture to have townies be more sportsmanlike toward scum and making scumplay be considered "cool", giving scum tips in the scum thread (like how there
are
were tips for town in the main thread in Newbies), and maybe even doing what someone suggested ITT and having an outside user be a coach for scum.