Here are the problems I infer from what has been posted.
1) There are some counterfeit TE tokens out there.
2) There have been instances of TE tokens giving their benefit to muliple parties simulateously.
3) The volume of treasure going is higher than anticipated and this will cause problems - logistical, expense, etc.
Things I don't see as problems:
1) Ghosting. At least not yet.
My two coppers:
1) Keep it simple. Complex systems especillay ones requiring more time in the coaching room,, are liable to breakdown. Also, gamers are going to game. Any system is going to have unforeen issues and unintended consquences. All the more reason to keep it simple.
2) Consider the impact on need for volunteers. Many times I see pleas for additonal volunteers right up to event time. Adding more will have its challenges.
3) Deal making in the coaching room is, at the least, unseemly. At worst, it could leave a sour taste. I'd be ok with a rule against this.
4) I'm fine with the "don't lend TE tokens to strangers." It doesn't effect me at all. Some of my son's friends are strange, but they are not strangers. Team Synergy members are not strangers.
5) Coaches can't control what happens in the room in the 30 minutes before we get there. This makes 3 and 4 hard to enforce consistently. For that matter, how does a coach reliably determine who is friend/family versus stranger?
6) I think we can find a mechanism for carrying tokens through the dungeon. Some kind of secure lanyard device that makes the tokens visible, easily accessible and secure.
7) Keep it simple. It bears repeating.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky
Let them trap us. We have our swords. - Elric of Melnibone.
You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian
I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir