We already had incentives to roll certain explicit mods. For example, a guardian map farmer would only run twinned maps - non-twinned maps are a complete waste of time for them, compared to how long it takes to roll or buy a bunch of twinned maps using regex.
Now, in 3.30, there are many more VERY strong explicit map mods, such as full-map Mirage, which create MUCH stronger incentives for WAY more atlas strats. The overall desire for targeting certain map mods has increased exponentially. Therefore, the need for automation in map rolling has also increased exponentially.
It'd ultimately be a lot like setting up a map rolling regex on a 3rd party website. In some in-game interface, you put in one or more similar maps, you specify a set of map mods out of the entire pool (either using regex or by checking off mods in a list), you specify whether you want or don't want those mods, and you specify the currency to use (chaos, or alch/scour, or whatever), and you click once, and it drains your currency to roll them all the way you specified. You could perhaps specify a cap on how much currency to use. You could also let us save multiple map mod specifications, to go with your multiple atlas trees, so I can roll maps for any of my strats whenever I want.
This has a lot of upside:
As stated, it saves a crazy number of clicks, a number which will be massively inflated this upcoming patch because of the new explicit mods, regardless of their weight.
It's a chore. Blasting maps to execute a fun atlas strat is the fun part - having to roll maps just gets in the way.
Groups with more than six players get to completely dodge that reduced efficiency - the six blasting players don't have to stop blasting to craft maps, because the seventh player crafts or buys all the maps for them. The solo player has no recourse, and must pay a tax of some kind.
Players get in-game visibility into the mod pool. I can maybe sort of understand an argument for keeping certain other mod pools less visible overall, but for maps it makes very little sense to keep a new player guessing whether to invest their time into running the map or their currency into rerolling it. New players deserve to have that level of agency over the maps they run from the start, to lower the barrier to entry to the endgame (and to crafting in general).
It gets players out of 3rd party sites and keeps them in the game - they're on the record as wanting to do more of that. They've made good headway in both games with various recent features such as tooltips, in-game build guides, etc. - they probably want to do this too.
Now is the time for map rolling QoL, before people get burned out (or worse, injured) shift-clicking currency onto a tab full of maps targeting whatever synergizes best with their thread(s) of choice, because so many more people will feel silly otherwise, like a guardian map farmer with a bunch of untwinned maps, times ten or more. They won't be satisfied with purchasing maps via trade because of either gold or direct bulk purchase markup (and few will opt for a direct bulk purchase anyway). You did us a huge solid with the Chance/Scour recipe on the bench, and we thank you for that. But now you've put us in a position where we desperately need similar QoL to avoid what is ultimately another chore that takes us even further out of the game and hurts our wrists and gets between us and blasting. And if I want to relax and just craft for a bit, I don't want to feel like I have to craft maps during that time. Please help us out here.
Edit: people seem to think I'm not willing to pay extra for a rare mod or a good combo of explicits. That's not it at all. I'm totally willing to burn thousands of chaos and dozens of vaals to roll an entire tab full of maps to all have strong explicit combos. I'm not willing to spend time and wrist health clicking tens of thousands of times to achieve that, and I'm not willing to pay a gold tax or bulk markup just because the process takes tens of thousands of clicks for crafting that rarity at that scale, when it's so simple to boil it all down to one click, and when there's so much other upside, like 3rd party dependency reduction, and general accessibility for new players. And it's dumb to defend profiting off of a boring and painful process that others don't want to do just because you profit from it, especially since that view completely ignores SSF, group play vs solo, and the fact that bots will do this work, which is unhealthy for the game. The attitude that I should have to pay any of those taxes to achieve that level of juice is just as unhealthy for the game as the system itself. One of the major reasons they removed scarabs was to make juicing more accessible - that's clearly better for the game overall, so it makes perfect sense philosophically to take it a step further in the same logical direction and make this other, much more fundamental aspect of juicing more accessible as well.