I disagree for the content to be changed into daily instead of weekly. Changing this to daily would be chores for some players (more daily instances), while being weekly means that you just have to regulate your time.
Now what i find to be problematic with ToT as it is now, is the difficulty spike. I don't know what GM's intentions for the first implementation of it is, but my feedback for now is that i think it simply shouldn't be spiky from having 0% DR right to 90% DR just from climbing 25 floors. This tower has 100 floors (yes, i read this won't be just 100 in the future), Why not make the %DR to be more divisive (0% -> 20% -> 40% -> etc.), or having only the last 5 ~ 10 floors to be abysmally hard with the 99.9%.
Don't forget, those %DR alone won't be a problem if the enemy didn't hit like truck, and on top of that certain mobs shouldn't be on the specific challenge floors, i.e. mobs that can/have high reflect magic shouldn't be on magic-only floors. Someone also bring up a good point above regarding item weight and how limited it is to bring x amount of items should be considered into the balancing part.
My first experience with it was bad, most of it was because how long it takes to clear 1 floor, getting the boredom real fast (almost fell asleep), waiting for 1 damage-type floor to be cleared.
Though, the little fun part of that run was it being an eye-opener experience for me to understand my class better, like utilizing some skills that's rarely or never been used before. Or paying attention to what mobs (esp. bosses), instead of just buldozing them.
I trust Muh & Ice's decision for this tower to be improved to be more accessible to everyone.
Cheers.