What do you want in regards to the gear system.
I would like to see a logical gear system:
Armor should be about it's Defensive Properties so each class of armor would be ranked in it's defense against the various types of damage, slashing, blunt, piercing and magic.
Plate Armor, Chain-mail, Scale-mail, Leather Armor, Cloth Armor.
Plate Armor would have the highest Defense rating against all physical attacks but the lowest against magic.
All Armor would have a listed weight, the total weight of the armor would be checked against your characters STR/VIT/AGI to see whether you can wear it or not. Weight will effect attack speed, evasion and agility.
All armor would be able to receive 1 permanent Inscribed Enchantment. All armor comes to the owner's procession without Stat Boosts other than defense bonuses or HP/MP bonuses. Through quest, mission rewards; item drops and crafting you can acquire scrolls of enchantment that you can apply to a chosen piece of armor.
Armor will also have 1 socket. The socket can be fitted with Crystals or Gems. Crystals provide temporary stat boosts of varying percentages, after a time the power imbued within the crystal fades. Gems are permanent versions of crystals that may enhance 1-3 stats at a time. The owner can swap the socket items at any time without losing the socket item.
This system gets away from cookie cutter Gear setups for Jobs because people are able to customize everything to suit their play style. Take this with a system where a character's base stats are developed by their own actions as opposed to arbitrarily set per Job/Race and player's are in control of their own performance. Player's pick the gear they like the looks of and customize it for themselves, instead of full out gear swapping you'll socket swap.
Instead of a Tiger dropping a pair of pants instead monsters would drop Powerful Gems or scrolls of enchantment. I never understood why a tiger had a pair of pants on it.
Edited, Jun 7th 2009 7:16pm by kgav