I think alot of those ideas would only appeal to existing Escape purists really.
Also we need to bear in mind that reward hunters may only just do it once just for the reward. If they’re not great Escape players they may just give master level rewards a miss anyway.
I think one of the problems (or positives depending on perspective) is that Escape is a fair bit harder than Horde, and I find alot of players just struggle on harder difficulties as it’s quite unforgiving.
I think Escape is just an acquired taste.
One thing that TC messed up on though, was the lack of story/in-game canon behind Escape. I know there are the books and comics, but we need something in the game. They really should have included a short campaign mission which centred around Escape and the Hivebuster characters, introducing them to us etc. I think this would have helped people to feel more invested in these characters.
One idea I had, which I remember TC discussing a little bit on a Developer’s Stream, was to make use of Escape Hive tiles to create more Horde maps, and they discussed the idea of introducing more Escape elements like venom to Horde.
I’d go one further and explore a totally new mode which combines elements of both together in a sort of “dungeon crawler”-esque kinda manner! Maybe create a large grid of mini-maps using Escape tiles. You start with a Farbicator and limited power just like Horde, and after you clear it you unlock a couple of doors and you can choose which one to go through by carrying the Fabricator through it. Each grid is different to the others, so you encounter different enemies, different environments etc, and you just keep progressing until you reach the end. Venom could be added to put pressure on teams too.
It’d be a nice evolution of Horde, because Horde can get boring quickly because you’re in the same environment building a base for up to 50 waves / 3 hours.