Actually, this can backfire. I play regularly in a group of five, and we knew that since we'd be needing to take on pick-up members to do Coil we should be well-prepared so as not to make poor use of their time. We pretty much all had ilvl 90 or better gear when we started out... and pretty much wound up facerolling Turns 1-3, and Turn 4 only gave us a little trouble (still working on Turn 5). We have very little incentive to repeat Turns 1-4, as we already have gear as good as or better than anything that drops in those Turns.
The same thing will happen with unweathered Weathered Gear. Folks will use Hunts to get decked out to improve their chances once they start in on Coil 2 - but after beating each Coil 2 once, there's not much reason to go back to any of the Turns that don't provide lvl 115 stuff, and barely any reason to do the ones that do.
This won't be a solution to decreased interest in Coil 2. It essentially allows folks to BYPASS most of Coil 2, as they'll only have to do most Turns a single time in order to progress.