I’m still very certain gating mutator runs (like deeds) behind randomness is a bad idea altogether and will always be frustrating. Being able to ‘craft’ mutator runs with an existing or new resource might work however, provided that the resource is not hard to obtain (like red dust or something is). Only way crafted runs might work is if a crafted run requires red dust to create, but then it lets you try until you succeed which then gives you 2 red dust dust back, or something comparable.
Now that I wrote that, I think that idea might actually work: Gating harder mutator runs behind red dust so people have something to work towards, have the skills developed to do them when they try it, and it would give veteran players a way to specifically target red dust farming as well. And then use the same system for easier mutator runs: It costs orange dust but gives more of that when you complete it, for example. So new players can do those on their own skill level while also earning something potentially usefull. And the very hardest mutators could cost shillings and let you earn more shillings when you complete them. Yeah, that could work…