This statement is funny somehow...
Your prediction says basically that the current difficulty is that hard that it would be worth a "bragging post" on the forum if you actually managed it somehow to boost one or even more items with such a reaper boost.
This basically confirms that it is way too much "grind".
The next thing is, it is not proving that something is not too hard just only because someone else was able to do it, just only because one man was able to run 100 meters in 9.63 seconds 10 years ago this means not it is easy enough to do that
The current system is maybe ok if the intention is to enable an average player to boost ONE item after years of farming, if this was the intention I don't agree with the attitude but then the system works then somehow.
I suggested such a crafting system for reaper AND mythic boosts already more than a year ago but my intention was that such a system turns into the main source of such boosts and that this should include that foremost your playing skills and diligence decides if you have items with such boosts and not almost only your luck or money (maybe you can buy enough tradable items with reaper boost from other players).
Currently, you only need to do r1 to have the best output/time for items with a reaper boost, a difficulty many players consider as equally or even easier as elite.
But by logic players should have an incite to play more reaper skulls to get more crafting ingredients for such a reaper boost.
For that reason, I suggested already before U52 that reapers should drop crafting ingredients depending on their kind (I think Vengeance reapers should drop the highest amount), my first suggestion was that you can "buy" such boosts for your reaper experience but I think shards drop from reapers is the better idea, but maybe someone else has an even better idea than that.