I’d start my reply by saying that I think you have pretty good points.
I don’t agree since FS could have tempered expectations by mitigating this issue. Discussion would be very different if FS would have come out in an interview saying it’s a loot system with quite endless “progression” instead of the one quoted sometime where they said some very different things about attachments and such. There would still be arguments against the system, mismatched expectations, and such, but it would be a lot different.
I think you are correct. I mainly argued before that Diablo-like or MMO like progression systems aren’t bad they are just different.
I feel like more impactful traits and more varied blessings are definitely an improvement.
I also find the attribute system on the weapons a great step up. Mainly a part where even a top gear can’t get maxed (80%) stats in everything. It gives more variety to the weapons. They could have even been way more aggressive with it with an even lower cap (360 rating maybe), with the game balanced around that of course.
Curio itemization is also something I personally like. You can tune your stats quite heavily in different directions. We kind of lost the more impactful blessings (it’s called traits there if I remember correctly) that VT2 had, but having the ability to stack up to +75% Health or Toughness or going heavy stamina + block cost reduction is pretty interesting, quantity is a quality in itself. The variety could be a bit better but there are more than 6 useful or at least interesting traits you can play around with.
I usually really like layers of RNG, PoE, and D2 uses them heavily. I would concentrate more on actual chance, input, etc… I don’t think having the same chance with 1 or 20 layers of rng if the player’s end goal is getting the best item possible. Maybe a slight annoyance.
On the other hand, the layers provide a few advantages including the ability to stop wasting resources mid-way. It is also something that enables the long “end game grind” for the system where even if you have something near perfect there is always that +1% crit that can keep grinders in the loop.
I just trying to say layers aren’t bad by themselves, don’t bite. I know it (might) feel(s) bad when the expectation is to get specific (hard to obtain) stuff.

The thing is, they eventually ran some numbers and saw how bad it was, yet they still double down on the core of the sytem.
This was posted when the only progression available was the hourly reset store and melk with capped emperors gift. Describing that as a lottery is pretty close. I don’t actually see the comment that the designers had the intent to create something like this, but that they are aware that currently is like that. If the intent was to create a lottery with zero player input then I don’t know what to say about them without swearing.
Maybe it’s just me not willing to accept that FS actually just wanted some lottery system with 0 player input with some minimal mitigation by blessing/trait swapping, but it just sounds so bad it’s unbelievable.
At least if this is the case then we can be sure they actually listen since the current system is a way different system. When I talk about design I usually think about games balanced around and enriched by everyone in the pug running something a bit sub-par giving a bit of variety and lifting some expectations from players of what others should be able to do, but I was talking about loot and chase items too so that’s on me. I mean chase items can be a part of a lottery system, but that’s just horrible in and of itself unlike the current one.