One of the old ideas I had for keeping GLB Classic fresh after we moved on from development was a "seasonal drift" idea, where various rolls and modifiers would gain bonuses and penalties each season, creating a built in chaos factor rather than us making regular balance changes to create temporary chaos.
Then again, I think a lot of what I think is fun isn't overly appealing to the most hardcore users. I like making players and teams centered around a theme and trying to make the most of it within my own roleplay ruleset, moreso than trying to minmax to win every game. The ebbs and flows of randomness affecting my players and teams is exciting because my enjoyment isn't from "being the best and winning every game", but from enjoying any success from my own narrow ruleset that I've self imposed. So if I'd lose from randomness, oh well I was probably going to lose anyway, if I win from some favorable randomness, then it's amusing watching my subpar strategy work out.
And yes, I do spend money to run subpar roleplay builds. I have that same mentality in basically every game I play. I have a Dark Souls character that doesn't wear armor and only punches things. I play out of meta characters in Overwatch and Dota. Most of my Skyrim characters don't use bows and smithing because it's too easy. There's a lot more depth, challenge, and entertainment to get out of games by avoiding the meta and accepting things as they happen. Maybe I'll be stuck at 2500 rating playing off-meta heroes instead of 3000 rating if I was playing better ones. It's just a number, it's not like I get cash prices or anything for winning more games. If anything, winning fewer games actually gives me something to strive and work towards, it creates room for improvement. Maybe the roleplay build fails completely and I eventually can't compete at all, but oh well.