Hi. Thank you for reading my spam.
Suggestion: I'd like to see a return to the static end rewards list for quest chains, and an extension of the same mechanism to the various quests groupings that have come out since then.
Reasoning: A source of static, not-best-spec-but-good-enough quest rewards would help new players navigate the various levels of content without the need to garner an encyclopedic knowledge of the items available in game. They do a quest chain once, they see all the available rewards, pick one they like best, and decide for themselves if things remaining on that list are worth doing it again.
Don't make the items uber (I think the existing lists are fine), just make them solid, and spice them up with new items to make the transition from one mod area to another mod area a little less dramatic. (e.g. Something with mod fort or better on it would be nice to see at the end of level 10ish quest chains....so newbies don't get obliterated when they step into Giant Hold).
Background: ...well, I worked out this whole long-winded thang on the train home from work, but .... nah. Semi-statics made sense when people were stuck at the level 10 cap, with no new content in the offing, and Turbine needed a quick, workable grind mechanic. Now, with new low, mid, and high level zones, level 20 on the horizon, an AH full over various and sundry twink gear, and greensteel weapons...not so much.
Vets are going to have whatever gear they want to have; newbies, though, are going to hit these chains once, maybe twice, and move on. It's going to make a difference for them if items they can really use for the next few levels are on that list.
Note: This idea doesn't apply to raids, though static rewards at the end of some quest chains might make them more popular. Let raid gear stay a grind; every game needs some grinds, I guess.
Another Note: Yes, I'm aware this isn't a cure all; it will not fix everything. I think it would help, though.