Really? That’s news to me. Every physique based build I’ve made can use heavy armor. I guess that is what you mean to say? Physique based characters? Even then, if you plan to use heavy armor, and not a caster offhand, or a cunning based ranged weapon, you put all your points in Physique. If you are using a caster off hand, you have to put points in spirit, and ranged users put points in cunning. I think there may be a few options meant for different classes with different requirements too, that may cross the lines.
I meant to say stats in general. Looking at my lower level blues, the tanky items have very few stats on them. Just a few defensive ones mostly. While the caters versions will have a quite a number of stats. Not just energy regen, but just a number of more stats. At higher levels, items in general have more stats, so I have not really compared the differences, so maybe it changes.
While it may be difficult to get to range a lot of the time, ranged users do take less damage while they maintain any form of range. I can feel a large difference in damage intake between a melee, short range, and long range caster. (Short range is like Flames of Ignaffar, it is ranged, just not long range). You do have to constantly move, which is annoying, but you still take a small fraction of the damage.
Melee builds get more defense, and ADCTH. Gun users get less armor and damage, but still get lots of ADCTH. Casters get less armor still, and less ADCTH to none, but get more range, CC and things like Mirror and pets.
The system may not work perfectly, or entirely as intended, but the principles of RPG still appears. I don’t think the solution is to make every character able to use every item at the same time. Perhaps the solution is to make playing at ranged a little easier, or give easier access to healing.