Probably the largest contributor to Boring Gear Syndrome in this game is a huge mistake that was made here similar to a mistake made in Diablo III: Primary stat appears in every gear slot. One of the things that worked well in Diablo II and FFXI is that there were many gear slots where primary stat never or rarely appeared, or appeared in negligible quantities.
In FFXI, jewelry rarely had primary stats, and when they had them they were in comparitively small amounts. Playing Thief? You COULD take that neckpiece with three DEX - OR you could take the one with ten accuracy and evasion. In Diablo II, it was perfectly feasible to be wearing one of the early game Unique artifacts even well into late game.
In this game and in Diablo III (another game justly accused of having excruciatingly boring equipment) every piece of gear has primary stat on it, as well as a smattering of secondary stats. There's nothing to strive for except increasing primary stat, and POSSIBLY finding pieces that include your desired secondary stats without sacrificing too much primary stat (though the boosts provided by secondary stats are so meager that many don't even bother and just aim for whatever the current highest piece of gear is). There's not even the slightest bit of encouragement to consider retaining any lower-level items - because those lower level items have exactly the same stats as higher level items, except the stats aren't as high. In FFXI, items like Peacock Charm (level 33) and Swift Belt (level 50) stayed relevant until level 99 - and would have been even WITHOUT taking into consideration the ability to swap gear mid-battle!
SE needs to introduce equipment that includes enticements strong enough to make players consider continuing use, even after equipment evolves further in terms of raw stats. For example, a DRG helmet that halves the recast of Spineshatter Dive, or a PGL/MNK belt that enables the Silence effect of Arm of the Destroyer even when not in Opo-Opo form, or a CNJ/WHM earring that enhances the chance of Freecure proc from 15% to 25%. While some of these may only be situationally useful, they're gear you could put on before engaging in a fight that would give you an advantage that could well make up for the loss of stats.
This, I believe, would help to lift the gear-grind out of the primary stat ghetto it's stuck in, and give folks more of an incentive to try for a variety of different endgame activities.