There's something to be said for awarding XPs in a way that models the game world and fosters verisimilitude, bringing the setting to life.
But there's also something to be said for awarding XPs in a way that cultivates desired player behaviors, so time spent at the (virtual) gaming table is more likely to be spent in some ways rather than others.
Many games - D&D (new and OSR), WoW, Pokemon Go, etc - create a virtuous (or addictive) cycle of awarding xps, loot, powerups and other goodies for killing monsters and sometimes for completing objectives. Do things, receive rewards that incrementally make you better at doing those things, do more of those things, rinse and repeat. 'Farming' occurs when this cycle is stripped to its core, shorn of anything else of interest, especially challenge.
This kind of cycle is easy enough to deride, and the people engaged in it (not you or me, of course, because we're better, and our games too). But it's common and clearly compelling, and perhaps closer to us than first meets the eye.
For a given saga, how much time was spent in stories versus coming up with spells and items and discussing how various aspects of the rules work, especially magic? One of the strengths of AM is that player conversations about (Hermetic) magic mirror conversations their characters might have; this is possible because magic is so well developed.
And if this is the preferred way to spend time, that's the end of it. Golden.
If not, then I cannot help but notice that real power in AM usually comes not from adventures or stories, but from reaching consensus about interesting spell or item effects, developing them in the lab, reading texts, rinse and repeat. This is also a kind of game, interesting and compelling. I vaguely remember someone (was it me? not sure) joking that an entire saga would by intention be just character creation.
Shifting rewards from lab and library to stories of intrigue and derring do might shift player behavior too. Of course, this brings AM closer to a 'typical' game, in which treasure and spells are more likely to be discovered than invented, garnering a corresponding proportion of real-world time and energy. Vitality, if you will.