Yoshi-P asked us for our input on this subject, and so here is my feedback.[1:10:32]
Q: Will I be able to use the same gear in multiple gear sets, or will I have to equip these items from my inventory when I change to a different set?
A: You will have to create different gear sets for each class and, if you wish to use the same item in multiple gear sets, you’ll have to obtain multiple copies of the same item. We believe that this system, which players will see in the Alpha Test, will be easier for players to use and understand.
Another approach we might use involves “aliases,” in which one item can be registered to multiple gear sets. This is possible to implement, but tracking what items are equipped in which locations can make for a very confusing UI system.
That said, we definitely want to hear how the players feel about this. Ideally, we’d like to implement macros that players can create and use to assign gear to different sets. This way, players can easily assign gear to a set without manually equipping each piece.
The macros will be simple enough for beginners to use, but technical enough that advanced players can customize their gear sets quickly and easily. I think this system would best suit everyone, but it’s really difficult to determine what the players would prefer. We’d like everyone to experiment with these systems as much as possible and tell us what they think.
Unfortunately, we won't have the macro system ready for the Alpha Test, but we hope to receive plenty of feedback during the Beta Test.
Q: So, for now, players will simply take items from their inventory and equip them to individual gear sets, correct?
A: Yes. So, if you wish to equip the same gear to gear set 1 and 2, you will have to obtain two of the same gear, or equip the gear from your inventory manually, or use macros to switch. Again, we want to hear what the fans think about these methods.
Requiring multiple item copies will run into problems when attempting to use the same Rare (Unique) gear on different item sets, depending on how the Devs have the game coded. If what is part of a gear set is still considered part of your main inventory (in terms of only holding a single copy of a Rare item in one's extended inventory) then those that wish to use the same piece of Rare equipment in multiple sets will have to do so manually. If each set acts as it's own separate inventory, then even in the case of moving a Rare item to a set, acquiring another and moving the new copy to another set, this poses problems when rearranging sets, where the player will only be able to remove one copy of the Rare item at a time, making it difficult to quickly change a gear set. Also, what if I want to use a Rare item on multiple gear sets that can only be obtained once (such as a non-repeatable quest reward)? Worse yet, this runs into the possibility of a quick-fix allowing players to only have 1 copy of a Rare item in all of their gear sets. This significantly reduces the usability of Rare items, and I sincerely hope that the project does not take this route.
Possible solution:
I believe that the "alias" system as mentioned by Yoshi-P would be the best way to go. As we've seen, the Alpha build has 3 gear sets. Thus, if we are limited to 3 gear sets, we would have a separate inventory for gear sets that has a limit of 3 pieces of equipment per equipment slot (e.g. this gear set inventory holds a maximum of 3 head pieces, 3 body armors, 3 belts, etc).
The player can move an item from his normal inventory to the gear set inventory as the alpha currently does. When equipping to a gear set, the player selects and equips an item from the gear set inventory just as he does currently from his normal inventory in the alpha build. When a piece is moved from the gear set inventory to the normal inventory, it is removed from any gear set it is a part of. This eliminates the need for multiple copies of an item, and therefore eliminates the possible problems associated with Rare items.
Closing:
Rare items are my only concern with the current system. Personally, I see a great economic benefit to requiring multiple copies of items. Crafters will have more available work for them due to the increase in demand from the market, and gatherers will benefit due to the increase in material demand. If the Devs are able to make it so that multiple Rare items are not an issue, then I am content with the system as it is, even more so than my own suggested solution.
EDIT: As noted below by Romowens, customized melded equipment makes an alias-type system even more necessary.