That is a design issue.
Ilevel used to not be the only means of advancing... In fact gear used to be diverse, so Ilevel wasn't even visible- theorycrafting was done an "item budget", which was a more comprehensive comparison of diverse gear based on various weight given to different stats such that different pieces were comparable, but not unilaterally superior.
The problem is the oversimplification of advancement to a linear design. There are lots of ways you used to be able to advance your character... without those other ways, systems, complexity, games have become an Ilevel fest that is what many players are calling "dumbed down" and is the root of dissatisfaction of some players- myself included.
When you create one dimensional games- then people tend to focus on that single design feature...










