It isn't a systems restriction. Relic weapons originally had special effects associated with them but the feature was removed later. We have literally had this in FFXIV before.They should just do it like FF11 and make an Ilvl cap increase, and actually make a better progression system, i don't wanna be stuck melding crit for the next 6 years, they've done the same formula for so long and it's just tiresome when games like FF11/WoW have skills and effects tied to their gear, but then they'll say "ah we can't do that because of the code" and people are like "ok mr Yoshida, ill take another serving of crit materia at level 110" it's an overused excuse that's made with tons of things that have been proven to be a lie.
The issue really is that we have no content where it's relevant.
XIV is first and foremost a visual novel, and after that it's built precariously for raiding. Every other thing you can do is molded so that the raid kit they designed can function in it. And raids are just "do damage" and "stand here". We can add elemental effects like blue mage or vampirism on gear, but it's not relevant to any content unless they create one where it's part of progression.
This is why deep dungeons, blue mage, and exploratory zones are the only parts of the game I enjoy anymore. It's the only place where there's a degree of fluidity and experimentation. Even then, the latest updates on all three of those have been leaning more and more rigid and raid-like.
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