That wasn't so much a thought process, though, as just an RNG/gil-sink layer varying the value of ilvl. The accuracy levels needed for each fight were all easily found online. Ilvl still trumped all insofar as it does today, but simply within the constraints of hitting minimum ilvl, which ultimately just made drop luck more conditional rather than really making the process of gear selection any more thoughtful.
Even these don't much apply thought, though. It just means that some pieces are just generally and objectively worse than others.Sure, if you had to choose between upgrading a SkillSpeed/Tenacity piece with a Crit/Det piece that is 10 iLvl higher, you'd do that.
Good use of secondary stats, I would think, involves choice, not just further obfuscating constraints merely taking us further out of game and onto guides and otherwise-hidden formulae above a still ultimately vapid system.
For instance, on ARR Monk...
- minimal skillspeed could use Fracture with every ~30s ToD string to perfectly fill (i.e., waste none of) a Dragon/Twin's duration and could fill with Impulse Drive x2 on the strings between to ensure no possible buff downtime, while
- slightly higher could ensure buff uptime even within ID,
- faintly higher than that could do the "down-Demo" rotation, where DK drops on Demolish and DK (loses bonus damage on only the direct 70 potency and 130 for 20 potency lost in exchange for 75 more effective potency via Bootshine > DK prior, increased the lower your crit was) and Twin drops on DK and Twin (25, in exchange for 70 regardless of crit, via True > Twin prior),
- slightly higher still could use the 'unbuffed buffers' rotation where DK loses only DK and Twin loses only Twin in exchange for an extra Boot/True per Demolish and could IDx2 to do the same for ToD lines,
- a bit more than that could do the same even on a ToD fill without IDx2 and Fracture between ToD lines, and
- at truly ludicrous speeds you could finally get DK to affect itself even with two intervening Bootshines.
See how that gives 6+ gameplay-affecting and playstyle-matchable options regardless of fight... rather than just a single constraint on ilvl growth?
Tbf, there ultimately is no such thing. Anything that doesn't amount to a faster average clear time (i.e., when including also reliability of said clear) isn't going to be worthwhile, even if it may be felt. Which is then, in effect, damage. Even Piety, if it were well leveraged, would amount to that. As would movement speed.
No, all they need is to be pretty tightly balanced and felt. They don't need to try to hide or situationalize their damage contribution. If that's a side-effect of trying to feel distinct, so be it, but that shouldn't be a design target, only perhaps a means of achieving the actual goal.