For all I care they can safely remove the leaderboard. Luckily, it does not influence the actual gameplay of the Weaves themselves.
Personally, I could also live very well without Weekly Events (at least in current form) and especially Twitch mode. However, they all have their differences and justification to exist since most additional modes to a certain degree cater to premade groups (especially Deeds due to missing lobby browser).
Weaves are in that regard different. They can be played in public lobbies (although it takes currently ages to find games), they are shorter and in theory slowly scale to higher difficulties. And most important they are hand-crafted in comparison to the rng you have in every single other mode. And this is what makes them feel special and different to me. The hand-crafted approach has a lot of advantages while bringing some disadvantages . The hand-crafted approach is also independent from the leaderboard. It has more to do with getting a better difficulty scaling since A.I. director does not run rampant.
The biggest advantage of hand-crafting is that you can provide scenarios you will not encounter in the vanilla game with the A.I. director. Reason for this is that you have to put shackles on the director or 90 % of all games will end in tears. But it means certain scenarios like an ambush by 6 rattling gunners can not happen. On the other hand, in the Weaves you can encounter such scenario and while you can survive this the first time, the Weaves have a certain try again attitude to them. They provide information by replaying while the vanilla mode provide informations by sound cues and restrictions of the director (like boss spawn points and timers).
The challenge is different and then we get to the point where it is a matter of design philosophy. Some people say an expansion should bring more of the same. Other people, including me, say an expansion should bring something new while feeling familiar. 120 Weaves are a lot of content. Even when you neglect the replayability that will take some time to get through. Okay, to be fair, lets say the first 80 are realistically doable without getting to bull**** damage numbers. Still a lot of content, where you can experience new stuff without it getting to repititive. Due to hand-crafted approach two different Weaves feel more different than two different Vanilla games.
In this regard, I will plead that FS keeps the hand-crafted approach for the active season. For all I care, they can add the rng to the quickplay. Consider it a compromise. So, like I said, hand-crafting has certain advantages and brings something new to the table. The rest of the Weave design is just a result of the hand-crafted approach. 120 Weaves? To provide enough content due to missing rng. Shorter missions? Result of the scaling difficulty so you dont have to replay 30 minutes each time.
In this regard, I dont think they mix well with a deed overhaul, also because of the shorter mission length which is needed to a certain degree. What the Weaves need though is an overhaul to the presentation and the accessibilty (not the actual levels themselves though). The latter has slightly be addressed with quickplay. But it will not change much, at least not for the matchmaking of the active season. While, I personally, don’t care I think it would already be enough if you get some kind of reward tied to the Vanilla mode, like playing 10 Legend Weaves gives you a red weapon of your choice (I actually made a thread about “Weave Boards”, it adresses different problems of current setup and suggests solutions). Increasing Athanor is not a good reward and I don’t understand why people asked for it. I think I have over a million unused Athanor without even trying, and just for fun I upgraded all Dwarf weapons and half of Kruber’s. So more Athanor is useless to me and also to most people. One could see, it will reduce grind. But if you play the Weaves you have enough Athanor after reaching Weave 30. So, personally, I would argue, that if there is grind it is miniscule.
And again, I don’t think the “fixed” spawns are a result of the leaderboards but of the hand-crafted approach which enables Fatshark to provide a better difficulty scaling and pacing as well as new scenarios the A.I. director can not give us due to its needed shackles. Remove the leaderboard and the concept of Weaves would stay the same. But we can argue all day what was first, the egg or the hen.