Yay for pictures. The top graph is a low standard deviation graph (aka higher percentage drop with higher aug cost). The bottom graph is a high standard deviation graph (aka low percentage drop rate with normal aug cost).

2000 kills *5% the average drop rate=100/1essence=100 upgrades (upgrades cost 1 essence)
2000 kills *50% the average drop rate=1000/10essences=100upgrades (upgrades cost 10 times what they do now)
This sure doesn't seem like an increase in the rate someone would be able to complete an augment or UW level to me.
Since I have proven that by increasing the essence drop rate by the same percent you increase the augment cost the average (mean) stays the same let me explain what this WOULD do.
By increasing the chance of an event (increasing drop rate) you lower the standard deviation (number of people getting essences fast AND the number of people getting essences slow) thus driving more events to the mean (average). All else being equal this basically reduces the chance of outliers while leaving the mean alone.
So...less people would get essences faster than the average and less people would get essences slower than the average.There would be more essences in the marketplace thus decreasing the cost and making them more likely to be traded. The end cost if you bought the essences should stay the same (100k essence now, 10k essences/essence fragment afterwards but 10 of these are required..10,000x10=100k) This would also allow hunter to better tune essence drops and throttle/speed up upgrades and allowing players to feel like there are less "wasted" bosses because each step in an upgrade is a smaller one.
Regardless of if this is a good idea or not there is your mathematical proof that you were mistaken in your assumption about my intentions.