Since there was a comment in the other thread about the current system being mathematically more beneficial to the player than the old system, I wanted to do a quick bit of napkin math to see if there was any truth behind the statement. Please make any corrections if you find them.
Old system
Assuming each set type had an equal chance of dropping (this is likely not true, however, considering that there are more jobs that use certain sets than others), we know there are 7 set types: Fending, Maiming, Striking, Scouting, Aiming, Casting, Healing.
I personally have never seen two items of the same set type drop in any previous savage content so I am going to assume the maximum number of boxes of your type is 1. Assuming 3 pieces of loot drop:
Chance that loot 1 is not of your type: 1 - (1/7) = 85.71%
Assuming you didn't win that, there are now 6 item types in the pool:
Chance that loot 2 is not of your type: 0.8571 * (1-(1/6)) = 71.43%
now there are 5 item types in the pool:
Chance that loot 3 is not of your type: 0.7143 * (1-(1/5)) = 57.14%
Therefore the maximum chance that a loot box of your type drops is 42.86%. Note, again, this is assuming that set types have equal chances of dropping, which may not have been the case. In groups where you have no competitors, this is your chance of winning an item.
In typical groups, you would likely have one competitor to roll against. This brings your chance of winning an item down to 21.43%
New system
Typically in the new system, unless you are in a static, players will tend to roll on everything for maximum chances of winning an item either for their main or for their alt jobs. You will typically have 7 competitors.
Chance of you not winning loot 1: 7/8 = 87.5%
In the new system, I have heard it is possible to win multiple items, so the pool of competitors does not decrease.
Chance of you not winning loot 2: 0.875 * (7/8) = 76.56%
Chance of you not winning loot 3: 0.7656 * (7/8) = 66.99%
Your chance of winning a single item is therefore just about 33%
If there is a particular person who does not want a particular item, the chances of you winning do not chance too drastically:
1 - (7/8 * 6/7 * 7/8) = 34.38%
If there are quite a few people that are passing on various items, your chances can increase quite a lot. For example, if 3 people do not want a particular item and 1 person does not want another:
1- (7/8 * 4/5 * 6/7) = 40%
Assuming you yourself are only interested in 1 or 2 particular items and everyone else is interested in the same items:
1 - (7/8 * 7/8) =23.44%
Summary
In the old system, you had a much higher chance to win an item if you had no competitors. However, if you would have had a competitor, the new system gives you a substantially higher chance to win a single item if you want all of the items up for grabs.
If you are only interested in 2 of the 3 items, your chances of winning one of those two items is about the same as if you had one competitor in the old system.
In short, i think it's safe to say that as long as you are rolling on everything, you have a greater chance of winning an item in the new system. The old system was only superior if your potential competitor did not need the loot you were rolling on.
Unfortunately the new system also heavily promotes gearing alts, so it is certain that you will always have numerous competitors. The old system lowered the chances of having competitors due to the fact that you could not roll need for alts.
On the other hand the new system obviously eliminates the disappointment of a set-type nobody in the group needs dropping. Not everyone gets loot in the new system, but every piece of loot goes to someone.
The new system very much rewards players that have alts. It is more punishing on players that are focusing on gearing just one job. However, it also promotes role flexibility. This naturally increases the incentive for players to join a party as a job that fills needed roles, even if they want to gear up something else. For example, I am focusing on gearing up my BLM but I know I can join and clear E1S as DRK. This helps the community overall because there are fewer tanks than DPS on my data center.
The new system will likely significantly slow down general progress of party-finder groups. It is harder to attain loot for your main class and easier to attain loot for your alt classes. The hardest bosses in the content require that you have all your best gear on one main job, and it will take longer for you to reach that point unless you are in a static.