I think many people would agree that, at launch, the game was too challenging. It was very difficult to progress through Inferno depending on your class or items and the challenge was a large part of the reason players felt like they were driven to the AH in the first place.
I actually think it was quite the opposite.
I would have rather each act been treated as a "tier" so to speak and you spend some time grinding in each tier before moving on to the next. That's exactly what we had at launch. I just think the complete randomness of loot exacerbated the issue because players weren't finding what they needed to progress to the next "tier" as quickly as they would like.
I guess you can consider Monster Power some sort of tiered system now, but the issue is still present that the difficulty does not necessarily equal the reward unless the game is made entirely trivial.
Which in turn just completely contradicts the whole "challenge" aspect of Monster Power in the first place. It's it's not profitable to challenge yourself, players won't do it.
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Nothing I say is Official word from Blizzard, everything is of my own conjecture.
I don't have moderation powers and I am not a Blizzard Representative.
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