The most common way to circumvent the "lottery law" in sweden is to add a factor of skill. It does not have to be a lot of skill.
The core mechanism can still be purely random.
(I'm talking real life skill here, the lottery inspection of course couldn't care less about the in-game asset called "skill")
Best example is those "game shows" on TV that send on the "bad times" of the day, where you can call in and answer silly questions.
The skill part here is really minimal like "find a word in this grid" with a difficulty level so anyone can do it.
But the real discriminator of who wins and who loses is purely random, call in, and you have a (small and undisclosed) chance to get through to answer the silly question.
Question can be answered by anyone with half a brain, its just there to bypass lottery laws...
In Entropia, they COULD just let the core system be random, and then claim the skill is determining what to do and when.
That because there is ALSO a market on top of the core TT-based system, where you have to determine what you should try to get, and with what tools for maximum payout.
Let odds fluctuate (randomly) with time, have different odds for different activities, and you can also claim there take skill to know when to do what because of that.
They also add lots of tools with different stats, which you have to use "skill" to chose between, and it takes "skill" to read up on what mobs are where and loot what, is sensible to kill with what equipment, etc.
This should be plenty enough for bypassing the "lottery law" and the core system can still be quite random when it comes to TT payout.
This is very simple to implement, and very simple to control, and very safe from any type of tampering.
So its a good guess on how it actually works...
And imo, it would be the most fair, the more strange hooks and paybacks and "systems" you add, the higher the chance they mess up...