Current system is Craft i70
Dungeon 55-90 (95 weapon)
Raid (80)
Trials(70-80)
Philosohpy (70)
Mytho (90)

The major fault as mentioned is the lack of crafting gear to help those who might have bad RNG luck.

The current endgame is only RNG or Tokens there is no middle point like crafters to help ease the progression of gear for those who are unlucky when it comes to the RNG of coil.

With the above in mind I believe they should aim for more of this in the future:

(For 2.2)
Craft i70, 95, 105
Dungeon 55-110 (115 weapon)
Raid (80)
Trials(70-100)
Philosohpy (70)
Mytho (90)
New token(110)

Mytho could provide synth material for i95 gear
New token would provide for 105 gear
Dungeons would still offer the highest lv gear but you would at least have the potential to gear up faster with a mix of crafting gear and obtaining them with the new token(if they do release a new currency)

But at least with the above people would feel less disheartened through unlucky RNG, I have yet to try coil but I can imagine for those that have done it countless times only to recieve nothing they can use would feel rather troubled by it.

The current loot system is pretty much a tank/mage/healer/drg/mnk/brd mentality which is rather odd since on one hand you have 6 jobs able to use the same piece of armor but then you drg/mnk/brd which are all unique.
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And here is a better brainstorm.

rather than gear drop it should be a token format, There are 6 pieces of armor so it would be semi easy.

Basically instead of loot dropping as abc and xyv it would drop something like

Tank/Healer body, lot on it and you can exchange that piece for either tank or healer body and both healers and tank would be able to need on it. But it would always vary

So you might have a scenario where tank/drg body drops or drg/mnk body drops basically the variables would allow for a piece of armor to drop for two sides allowing more opportunity for jobs to obtain the armor they want rather than being stuck with the rng of one piece of job armor.

This would allow for more varied loot without having to increase the amount of loot dropped in a dungeon.

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It would basically be a chart like
Armor|Tank|Healer|Mage|DRG|BRD|MNK
Tank||-------
Heale|
Mage|
DRG||
BRD|||
MNK|||


Basically there would be 30 ways the loot could drop, there would never be a Tank/Tank drop but there could be a tank/healer, tank/mage, tank/drg, tank/brd and tank/mnk.

The idea behind this is to consider when they add more classes/jobs how will that effect the loot table, it would continue to stress the loot table if they end up using different pieces of armor adding another variables to the mix.

So while we in essence have 6 armor varieties now, if it was 8, 10 or more it would take that much longer to obtain a piece of armor you actually want.\

With that in mind I would say that past 6 the "variable" of the armor will increase by 1 and then again when it's past 9,

So with 6 armor varieties there are 2 variables, from 7-9 3 variables, 10-12 4 variables.

So if there were 12 varieties of armor in the game(in one dungeon) then when something drops from coil it would be Tank/Healer/DRG/MNK body to give more opportunities of obtaining a piece of gear you can use.