I've suggested having both ilvls and gear effects together as a compromise but most people against such things just shuts both their ears and eyes and just start shrieking like apes.
It shouldn't have RNG and there are multiple ways: By having it come straight with the gear for example: asuran wrist guards having -2% tp cost or changing the gear to have materia slot and then slotting in -1% mp cost or gear sets (wear 3 of gordian of these specific pieces to get +10% healing received, for example). They can also have caps to prevent extreme effect stacking.
You can also keep the ilvl system, it just means you're expanding the gear selection. Yes there will be bis but we already have bis now, it just means that people who number crunches will have more to calculate with and people who follow bis because other people said it's bis will be doing the exact same thing. When the game decides to move on and increase the ilvl cap, the main stats increase from ilvl's pure power will be there to encourage you to keep up. Say I have an i200 gloves that reduces my tp cost by 2% and the level cap increases and the new i220 gloves has a (heals for 5% dmg done) effect on it that I do not want but the i220 gloves has 12 str advantage over my i200 gloves. Though I personally think ilvl should only increase when the class cap increases or an expansion releases.
Currency caps should also go to allow players to get whatever gear they want should they decide they like that other gear's effect is better (same slot same ilvl)









