all this simply does not address the main problem with the weekly challenges, the main problem is that they are simply boring.
4 flavors, all about the same, only difference in what adventure to do and what resource to produce and pay.
from 56 and up the costs also become way to much.
but complaining is off course easy, so let me suggest a way to make them fun, or at least more fun as i see it:
everyone has the same quest in a week, off course with level brackets, but in general the same, and the last step is not a goal but a counter, the better you do compared to your level bracket, the more rewards, for example:
weekly challenge: pirate hunt:
step one, build a ship, gather wood, copper bars/ iron, tools (ammount en material dependant on level bracket) if everything is in order, you can build it on a quest location, like the x mass market spot.
step 2: scout out the enemy, do x number of adventure searches.
step 3, arm the ship, make weapons, and pay HALF of what you make (the other way as it is now with the resources, not produce 10, pay 20, but produce 10 pay 5)
step 4 provisions for the ship, like the current ship buffs you have to make for a weekly.
Step 5: kill as many enemy of the piraty type in adventures, make a leadership board per level bracket and give more tokens and mayby some special rewards for the top contestants in a bracket per server, this fase has no set goal, the faster you finish step 1 to 4, the longer you can do fase 5.
at the end of the week, you get some base token rewards for step 1 to 4, and a variable ammount for fase 5, and maybye the top contenders get a special building or so for bragging rights.
this is easily extrapolated to other enemy types, like cultists, nords, nomads, bandits, wildlife, desert bandits.
for me the biggest let down of the weekly challenges was that when i finish one in 4 days, i immidiatly get a new one, that is not weekly, thats a 4 day challenge