Making certain design decisions can be difficult. When you do your job right, you put a lot of thought into it. It's not just a coin toss or taking shortcuts, it's about what makes the most sense in both the short and long term. Sometimes, these decisions aren't overly popular and make things a bit more difficult for the players, but it's also for their own good.
As a player, I often used to say "wth do they do it that way? Why isn't the drop rate higher? Why can't we just get straight to (insert wish here)?" And today, as a designer I read the boards and get the same questions from players regarding decisions I or the other members of the team made.
I cannot go into the specific case that prompted this but I will give a different example. People have often complained about the artifact drop rate in Doom. It took too long. The same people always seemed to be getting the arties, etc. After a while, players got discouraged and most people stop camping Doom. A number of months ago, that drop rate was notably increased and people flocked back in droves to Doom. Within a month, the value of artifacts had collapsed. Within another month, a majority of people had once again abandoned Doom and mostly didn't care for artifacts anymore as they were now too common. Same thing with the Planar Swords and Shields. The minute people had a dozen, they lost interest in the event.
Finding the right balance where something is attainable with reasonable time and effort is never easy. But you have to do it in a way to maximize the longevity of your design without making it frustrating to the players. If players can get mass amounts of a new item you introduced within 2 weeks of it becoming available, that item will immediately lose its appeal and people will no longer bother with it. And that translates as days, weeks and maybe even months of designing and testing down the drain.
Randomization really serves both the player and the designers. It creates rarity which causes demand, which translates as higher resale value, which makes it desirable and therefore something players will actively hunt (Doom Arties, Crimson Cintures...). For the designer, that means more bang per buck.
So unless an object is highly consumable with default sustained demand (PoF, Potions, Petals...) , you shouldn't expect to have them easily available. Sure it would maybe make your life easier, but you would be bored with it within weeks/days.