One of the things that bugs me a bit in GD is just how many freaking items there are that scream that they have been tailored for a very exact and very narrow range of builds.
On playthroughs I end up using, say, a PRM sorceress and come across epic armor giving high piercing damage modifiers and +2 to blade spirit or something like that – so, so obviously tailored for a nightblade… or like I’m playing a trickster and discover a sword or boots or something which gives a major physical damage bonus and +2 to blade arc and +1 to blitz, e.g.
It seems to maximize the amount of unusable loot I end up stashing on a character that’s useless for that character but too potentially useful for others to simply leave on the ground or sell… but lack of usability and stashing isn’t the issue that bothers me the most.
Of course all games like this will have characters collecting unusable gear that they still want to keep for other characters – a melee build is obviously going to run into some ranged weapons, tomes, caster-based robes, things like that, and when it’s to a healthy degree I don’t mind. But this one has even the most generalized kind of base armor and accessories often tailored too much for specific builds IMO that makes this issue more pronounced than ever before. I never noticed how limited the stash space was before GD because I was often finding more equipment worth using than stashing in similar games prior.
What I’d like to humbly request, and not drastically by altering existing items and pissing players off, is simply to consider when expanding the item database the introduction of more generalized items (armor, accessories in particular) which are arguably useful to almost every single build, and to try to avoid introducing ones that scream that they are for a trickster, e.g.
A blatant example of properties which degeneralize (“tailor”) items too much are ones that add to specific skills within a mastery. More general is adding +X to an entire mastery. Totally general is +X to all skills of any mastery. Another example of a tailored property is focusing too much on one damage type. A more generalized property is improving all damage. OA and DA and resistances are useful to all builds, that’s an example of a generalized property. Healing procs are useful to all builds. One that deals aether damage is not. Attack or casting speed bonuses are slightly less generalized than total speed or run speed.
An example of an early-game item that exists that does this well is Frizzick’s Utility Pack. That’s a belt I’ve collected a dozen times and have worn on so many characters around level 25-30 because you can’t look at the belt stats and say it’s made for any specific mastery or combo of masteries. It’s just generally useful.
An example of a late-game item that I’ve recently crafted which highlights both the problem and the solution is Mark of Divinity. To me the item is almost brilliantly generalized and is arguably useful for any build – but there are two glaring, gigantic warts: +3 to Flame Touched and +2 to Ulzuin’s Chosen which makes it feel kind of retarded when worn by someone who doesn’t have demolitionist. Why, oh why, does such a brilliantly generalized item have to have such a wart as to scream that it’s made for demolitionist? Is there any item like this that’s made for a soldier, an arcanist, occultist, nightblade, shaman? It fortunately doesn’t detract from the general utility (the item achieves what I would like to see in spite of this) but that item shows both more of what I want to see and what I don’t want to see.
The reason I want to suggest this is less about undesirable loot stashing and more to encourage diversity once a build is chosen. This game is brilliant when it comes to build diversity when it comes to masteries, skills, and devotions. However, too often it feels constrained at the very last stage which is gear selection. Too much gear feels too tailored to exclude most builds, and I think that limits the diversity of gear we can see worn once someone has chosen their masteries, skills, and devotions. Having more general-purpose gear available of the types I mentioned above should help encourage people to mix things up and see the very last stage of build design (gear design) take on a wider variety. It should also help keep our stashes and mules from becoming cluttered with things our particular build can’t use but are too good to pass up.

