That was me.
Let players choose an item trait for x5 dust, and choose properties for x10 dust for green items and x50 for blue, orange and red items. Values are still randomized. (Item traits and item properties rolling is a subject to the law of large numbers, so there is zero reason to randomize such things. Not to mention, that rolling this stuff takes a lot of time. In addition, although item rolling is a subject to the law large numbers in general, it is not when rolling properties or traits for a particular item. Sometimes you’ll have to reroll stats 100-150 times, and this can be very frustrating. VERY frustrating. Yes, sometimes you will get lucky fast rerolls, but they can not compensate for the frustration. Why? Well, it’s because of how psychology works. I can’t prove it, but you might search the forum for topics on crafting randomness to see that I am right. And this change can also deal with crafting speed problem, without actually changing crafting speed or any animations.
P.S. Item drop does not fall into the law of large numbers, at least when it comes down to orange and red items. So while the above change will not affect gameplay at all, except for easing stuff, it cannot be applied for chest drops, without drastically changing the game experience.)
Some links are duplicates of paragraph 14 from “Easy important fixes” section.
Links: SteamCharts, 1, 2, 3, 4, 5, 6, 7, 8, 9 and more.
Though after doing some simulations, It seems that rerolls can not only be frustrating, but require much more than 50 dust on average for some unlucky players (up to 200 green dust for 1 property set). So changing them is even more important.
Also I think this is the second most important change this game needs, right after green dust problem.