While I agree that the “value packs” have no real value, I’m not sure that I agree that this is the way this particular problem should be addressed. Rather, I would like to see the contents of the existing packs scaled properly for the current game, as opposed to the way things were when Platinum was the highest tier available. It has been pointed out by people much smarter than me that, despite the exponential inflation in resource costs in terms of shards, embers, and pearls, the acquisition methods for these resources has not sufficiently kept up.
As an example, I started playing when Obsidian was the highest tier, and level 60 towers were the highest you could go. Getting from 55 to 60 costs 9,900 embers - fair enough, given that a single line from the season will get you 12k embers (or 24k if you get the base boost line and take embers for every option).
Fast forward to today; the highest level for towers is 85. Getting from 80 to 85 costs 37,500 embers - an amount that cannot be claimed in seasonal rewards even if you obtain 3 seasonal branches and unlock the mythic (barring the base boost all-embers option, in which case you’d get 48k embers, and enough to raise your one  flak tower).
So for players, tripling performance is insufficient to keep up with inflation. That’s a problem.
Now, this is admittedly a simplistic analysis of costs; obviously one would gain embers from opening the gold chests needed to unlock three seasonal lines and get the mythic, and there are a variety of other small sources of embers here and there. But the point is, the cost of inflation has made it to where it is not possible to keep up without spending - and spending a lot.
I believe that games should make money. I would like for this game to make money. I would love for PG to foster a symbiotic relationship with the players. But the only way to do that (in my mind) is to redesign the financial model. As an off-the-top-of-my-head suggestion:
Have the design intention be that F2P players should always be able to have 1 island of maxxed towers (by the end of a tier). E2P players should be able to have 2 islands of maxxed towers. And beyond that, the more you spend, the more islands of maxxed towers you can support. Spending $200/month beyond Elite affords you 4 maxxed islands. The final 3 islands are each $200/month. And then, every time a new tier comes out, the pack rewards are increased to match the inflation in costs. Increasing the ember costs for towers by X%? Legendary gold chest drops for embers go up by something close to X%. Increasing build times by Y%? Chest drops for timers increase by something close to Y%.
Obviously, this doesn’t specifically address catch-up mechanics (which are sorely needed), and it doesn’t consider the grind vs. pay component of the model, but if this was the foundation of the financial model, it would make a lot of things more digestible to players, I think.