I'm tossing this out here, its just something I was thinking over in the haze of playing this game at 4am. A formula to help balance out quest rewards, while still keeping quests rewarding.

n = Number of quests completed in one day + 1
d = Difficulty of quest (1 for really easy, 4 for really hard)
C = Players Charisma
The way it would work is it would take the result of the formula and choose a reward.
LP = Multiply the result by 1000
Exp = Multiply the result by 50
Gilding = Round up the number and slap on an attribute/skill
Hunger = Multiply the result by 3 and subtract the players hunger
For example, if a min maxer at the start of the world does a really difficult quest, and its their first quest, and they have 20 CHA, the result would be 6.
This means they could get 6000 LP, 18% hunger, 300xp, etc.
If they were to do the same difficulty quest again, they would get around 2500~ LP, 8~ Hunger and etc. until it arrives closer and closer to one as the result.
Lets take the same example but lets say they have 300 Charisma, they're in the late game. Their first quest would give them a number of 34 and they would get 34,000 LP and 102% hunger and etc. It's still relevant late game, though maybe as of now its a bit much, though the formula can be changed to accommodate that scaling.
I didn't want to get on here and complain about what I think is a broken system and not suggest anything. I personally think this is a step in the right direction, and am up to hear everyone else's thoughts.