I'm still wondering to what extent (if trying to complete Season Quests as well as Event Quests) players will need to save up Event Quests and/or Event Currency to use for Season Quests. This type of Event is already difficult in terms of the randomised generation of Tiles making it harder to strategise at all (and sometimes causing major discrepancies in results achieved by different players even when using similar strategies), and it is already difficult to win more than one, if that, Daily Prize, even if not also trying for Grand Prize success. Further limiting the already-limited strategic options by attempting to reserve up to 10 x Event Quests and/or sufficient Event Currency to satisfy an unknown number of randomised incoming Daily/Weekly Season Quests which depend upon these Event elements will reduce the strategy in this particular Event type to a near-meaningless level. Furthermore, many players complain that this type of Event is both slow in progression and often disappointing in terms of results, especially in Daily Prize terms, since Currency is often spent in bulk attempting even to find any 'chests', let alone open any of them.
In short, attempting to engage (fully or even more than trivially) in Seasons while also attempting to succeed in this type of Event, in particular (although IMO this may well apply to ALL Events) will exacerbate all of the above problems, most of which are also issues in other Events anyway.
In comparison, and while it's very useful to know (thanks to those who have done the maths, of course), working out which bundle of tools is more or less valuable seems to be far less of a useful factor than it might appear, unfortunately.
I really do wish I had something less negative to say. I normally enjoy Events, especially this type of Event, but trying to play it/them at a non-casual level within the confines of Season Quests is pushing me to start largely just ignoring most Season Quests, and therefore also to find Events themselves less enjoyable overall, because I don't like to feel that I am missing out on something I possibly could have won/achieved, only because winning/achieving it has become more stressful than enjoyable. The alternative of spending even more time in-game than I do (hours/day) and/or altering my City routines to the extent that even my basic City build no longer works as efficiently as it now does is even less appealing.
I don't think the principle of FOMO, lucrative though it may be in the short-term, will sit well in Elvenar, over time. It's not the right type of game.