...I mean, I can see why playing risk-averse all the time is an issue, but I think this here
I wonder if the lack of risk taking came partially from the limited perspective we have. While we know that our artifacts can do great things in the hands of a magical girl, we don't really see that impact directly. Even the - visible - mechanics don't seem to reflect the quality of the equipment, with everything being d6 rolls. Now, I imagine magical girl equips actually do effect things behind the scenes, but they aren't really visible to the players. So when we get a 25% change for a tier 5 token - one of the notable risky options I remember - the players don't really see this as being THAT much better than another tier 3 we could make on our own time. But maybe having that around might have let us resolve the crisis faster if the difference is really that much larger.
Is very much true. Giving us a risky choice with "incredible" payout
if it works and a rather safe choice with "really good" payout is one thing. But without a sense of scale for how the "really good" and the "incredible" option differ from each other, none of us can actually tell if the latter is worth its risk.
Which means there were either information hidden in minute details that no one noticed or pointed out, or not mentioned at all.
For example: the Kolobok. All we know is that it is a healing item, not of what potency or what it could potentially do. It could only remove small cuts, it could completely undo a mortal wound, no one knows what capabilities it might have. We also know that researching it will knock our main character out for several weeks on a bad roll, and yield nothing on a mediocre one. This
can inform the actual quality of what the item does on a success, but it is only implied and still vague while the consequences attached to a failure are very clear.
So no, players not picking the risky option is not the players' fault. Without knowing if the thing is actually worth it, it makes perfect sense to pick the safe choice with (almost) guaranteed payout, especially when things are already difficult. The same goes for the other risky choices I remember not being picked (the possible T5 thing and healing Jocelyn).
Really, if it is expected that I pick risks, I would actually like either more information about what that risk could actually net me (read, bait me into taking the risk), or no mention that it is risky in the first place (read, go all-in on not actually giving information). Just expecting that I pick risky over safety without actually knowing what benefit that gets me is bad design.