The problem is that Temtem sees players getting a lot of these items, and thinks that just moving the goal posts further away solves the problem. It doesn't, and it never will.That updates screams "were not sure how to balance our economy, so we'll just add a money sink preemptively". And here I was thinking people said it was hard to earn money, but the devs clearly think theres too much money.
Temtem is an MMO - and even as it's playerbase fell, the games still had thousands of players at any one time. Chances are that, if you stacked up player's temtem encounters, so all their firsts were lined up, and all their seconds were, etc.? There would be shinies on most if not nearly all rows. Even at the lowest natural playercount - just over 5k - if they all had an encounter spontaneously generated at once, the chance it would include at least one Luma is still greater than 50%.
Making it worse, if you're money grinding, you're also shiny hunting. With there being only one grind, based on catches, players are essentially doing every grind in the game at once. This makes players get all the rewards together, rather than a few at a time. THIS is the core issue - that players are doing every grind in the game at once, so they have to make that unified grind as slow as possible.
Rather than moving the goal posts further and further away, split it up into different things. Make the best money-gaining method one based around PvP or rematching PvE trainers, so that players grinding money don't also get Luma chances. Nerf freetem at the same time. Now players have two choices on the grind. Options! Specialisation! It's barely a start, but barely a start is still a start.