Topic: artifacting
Currently, you spend artifact scan charges to obtain clues in your artifact scan window. When you have sufficient clues, then you can combine them to find an artifact loot container.
It might take you three to six scans to pin down a container, but you certainly don't have an epic twenty or a hundred scans going all around the island to find a container. Also, you choose which artifact to pursue, but it's a choice without much consequence - the other possible choices are still there, and if you took decent notes, your clues regarding other artifacts are still valid.
Suppose that there were a new kind of artifact loot container, that contained a new kind of artifact scan charges. Then scans with these charges could reveal different artifacts than the original syntec charges. By repeating this technique, artifact scanning could achieve a treasure hunt feel. Players would need to spend their higher-level artifact scan charges carefully, because they're expensive (in player time and effort, the real foundational currency).
The point is - there is currently limited amount of player effort that can go into finding an artifact container. Consequently, the devs have a cap on how sweet the prize can be without disrupting the economy. Consequently, few people go out artifacting for long durations. Consequently, there are relatively few targets of opportunity roaming pvp islands.
Alternatively, don't put level N+1 artifact scan charges directly in level N artifact loot containers; put materials that are necessary to craft into level N+1 artifact scan charges in level N artifact loot containers. Then players need to do artifact scanning AND manufacturing in order to get to the end of the treasure hunt. Adding another material (noralgis, epriton, something dropped by npc bots) to the materials required to manufacture level N+1 artifact scans would add another activity to the list of activities required to get to the end of the treasure hunt.
TL;DR:
1. Add a dimension (perhaps named "depth"), orthogonal to existing "range", to artifact scan charges.
2. Make the means to obtain higher-depth artifact scan charges require lower-depth artifact scanning.
3. Randomize (completely or partially) higher-depth artifact loot container locations when one is opened.