Progression and itemization
Itemization should support Diablo-like randomization and long-term build discovery without losing the clarity required by first-person combat.
The earlier armor pip and burden/bearing concepts are superseded by the emerging crafting and socketing system. Lower-quality armor should gain value through modification, ingredients, sockets, or build-specific utility rather than occupying a separate pick-ten economy.
Respecs are limited but easier to use at low levels. Exact quantities, costs, and progression remain Needs testing and should be decided through implementation experiments rather than abstract tuning.