It's not a matter of being hard or easy. WGT doesn't eliminate maxed items from packs because that would allow people to max the Rare and Epic apparel relatively quickly, when WGT wants them instead coming back and wasting ball hits for years in pursuit of a goal they'll never reach.
And when I say they'll never reach the goal, I'm not being hyperbolic. Doing a little back-of-the-envelope math based on my own completely unrepresentative pace -- I am both better than the typical coin-room player and have been grinding three sponsorships most days for the past nine months -- it would take me a decade to max the Rare items and over 20 years for the Epics if I were to maintain that clip. It would take ages longer for anyone less skilled or maniacally focused on the task.
And the gaps between levels seem like they're designed to obscure this fact from players. People see they've reached level 6 and are meant to think "Ohh, level 6! Out of 10! I'm making significant progress!" rather than "I've been at this a year and am 4.6% of the way to maxing that glove -- why bother?" After a couple months, when I sat down for five minutes and counted up how few points were going to non-Common items, I was appalled. And I immediately abandoned the goal of ever maxing any of that stuff, when my aim upon starting was specifically to unlock every outfit.
So, paradoxically, WGT's avarice in setting the bar so impossibly high should actually cost it revenue if players collectively began reacting rationally to incentives. It took me these nine months to max the high-value items (driver distance, etc.) and unlock the level-9 apparel across all brands. But now I have no reason to ever play a non-Showdown coin game for as long as I live because the next set of rewards is too far off to make it worthwhile. Only a critical mass of people adopting that attitude would have any hope of changing this state of affairs.