There is one thing that is most important here:
Improving player retention rate,
across all player skill levels/budget/time.
So expanding the daily system is ideal towards that goal.
Proposed example:
Two categories, team daily, solo daily.
5 sub categories.
Ranging mob hp levels 100-10k (example)
Solo:
Levels 1-5 (1 easiest, 5 hardest).
Team:
(12 players max example) - Levels 1-5. Team rewards should be different from solo rewards.
Rewards scaled based on level chosen.
More cycle required depending on level (higher level maturities should give some boost to progress).
NPC will give the player info upon asking (info) for each levels available (required cycle, reward TT given) - List of daily mobs.
Being transparent here is key.
Also it will of course add a DISCLAIMER: That failure to complete mission within allotted time will mean forfeiting all progress done.
Weekly dailys can be implemented (168 hours). With higher cycle requirement, bigger rewards.
The potential for scaling this up (with more mobs variation) is something that can be done for all professions even space mining, it's a way for them to improve the player retention (through all professions, and all player skill levels/bankroll) - IF they bother to take the time to scale it all up from bottom to top.
For sure, all PP's should get access to this as well.
BOOM! 
(Hanna Hendrix) infecting me
Finally, dailys/weekly missions which all players can choose based on what they are feeling/effort/bankroll/skill/gear wise.