Ah yes, Hard Mode, the thing the game has never been balanced for, and is, in fact, completely ignored when the gae is being balanced. There are way bigger issues for Hard Mode than just not having consistent Crits.
But you know what's funny?
Back then, you could get about 70 Crit.
Right now, given optimal gear for that, you can get 139, which is just about the same number. (This is, of course, without stats. If you want Crits, you have at least 200 LUK, and the gear is likely to boost you by at least 20 more, so 150 Crit is doable)
Also, I'm honestly not sure why there's this hang-up on Crits being the only thing that matters. Yeah, back then, Crit WAS king. Gear with the highest Crit would generally be considered the best items, and that wouldn't necessarily be wrong. Then, the game changes, and you know what? Now other stats actually DO matter. Crit no longer is, or should be considered the single deciding thing on an item, and I find that to be a good change.
And as it happens, you don't even lose all that much power over the old system anymore. It just takes a different form. It no longer comes in the form of very common big numbers. Now it's a combination of consistent normal numbers, and slightly less common big numbers.
In addition, the changes to how stats work give more options in creating battles that require strategy. Since Crits now ignore defenses, making a Crit heavy build can greatly help you break through bosses that have defenses. However, if Crit stayed as it was, this wouldn't have been a challenge. You'd just automatically have ridiculous Crit, almost regardless of your items, and even worse, most players would probably still run a Crit-focused build, so uh, those defenses now don't matter.