Quote Originally Posted by Tsuga View Post
The bottom line is that restricting gear to class and level was the simplest solution to implement, the most widely understood solution among people who play games in this genre (new or old)
Totally agree. I don't fault SE throwing it in as a quick fix. But if we're in this for the long haul, through major changes that fundamentally alter gameplay, I think we can do better.

Quote Originally Posted by Tsuga View Post
the optimal solution for future content and class balance
The balance thing.. again, fine as a quick fix for balance, but just gimp it for inappropriate classes/levels. There's no need to balance the game for people who are equipping things for purely aesthetic reasons.

Quote Originally Posted by Tsuga View Post
and a solution that fosters class goals and milestones (example, "I'm rank 30 gld, so now I can wear that super awesome rank 30 gld armor from that instance that I ran!").
How about "Now that I am the appropriate class/level, this gear will finally benefit me!"? I mean, are you equipping for stats or looks? Given your apparent contempt for people who want to equip things for aesthetic reasons, isn't the fact that you're getting good stats from it more important? And if so, what's the difference between my example and yours?

Quote Originally Posted by Tsuga View Post
But just like with the action bar, and the hate meter, this is something that most everyone will forget about in two months.
You could very well be right about that, but people becoming complacent with something doesn't make it the best system. And if we still have some combination of required and favored gear (as is my understanding), I think which gear follows which system will seem arbitrary and still be frustrating.