This? Right here? This gets you points.
The two largest issues with RNG loot that immediately spring to mind are:
1) On average, they out-class non-random loot that is easier to acquire. Be that (in order of ease of acquisition): MoTU fully-formed drop loot, non-guaranteed-drop named loot, crafted loot, non-epic raid loot, non-epic raid-crafted loot, epic raid-crafted loot.
2) An overfocus on effects with a high bias towards an average. Deadly is one example, but a high number of d6s that just bleed into an almost guaranteed bonus per-hit is another. Your average gamer is almost always going to gravitate towards maximizing their control over a situation. The problem is, with the lions share of content lacking randomized mobs or dungeons, too much control just ends up turning it into a repetitive slog once that is accomplished. It doesn't *have* to be a loot-only fix, but frankly, the latest loot changes have all but broken replay value in that regard, and the dungeons of late aside from the absolute latest haven't really given much hope for that changing that end any time soon. (Philosophically speaking, On-the-Dice doesn't just apply to saves and DCs. It's one of the reasons quite a few folks refer to the pre-epic game as DnDish and the post-epic game as not.)
1) weapons:
a) Low rate of attack weapons are likely the worst offenders.
b) Low crit profile weapons a close second. (crit profile being range* multiplier)
2) armors:
a) The defensive end is largely down to the deltas between robes and heavy armor. Conceptually, there's a sliding scale for how much magic vs how much physical damage is mitigated. In practice, there's simply not enough bonus on the physical mitigation end to make giving up the magical defensive end worth it.
b) ties in to point a tangentially: using the same linear progression for probabilities for defensive procs as offensive procs makes the erroneous assumption that we're sitting there trading blows with things that have comparable hitpoints and damage as we do. We aren't. Ever. It's either a case of being offensively overgeared to the point of cutting through their defenses before a proc goes off, or them hitting hard enough those 2%s are unlikely to trigger before we're down and out in just about every encounter.
3) saves: we went from superior stability compressing the difference between an alignment-locked class with saves boosts and one without, even if only by a little, to almost double that for any alignment. Pretty much the opposite of what was needed to keep things on the dice there.
4) tactics vs DC augmentation: you've got two systems.
a) specific tactics stack with general tactics bonuses.
b) specific schools do not stack with general schools bonuses.
Pick One. (I'd personally prefer B to knock creep down a peg, but at this point, I'll take either just to get some consistency.)
5) debilitation:
a) stat debilitation is Mostly Not a Loot Problem, unless you want to bend casters over more by maintaining epic stat damage ward and going the usual 'just jack up the numbers' route to account for that -90% resistance, but the main thing there is absolutely needing to overcome a given stat vs the capacity to bring it down some really has made for a smaller game. For all characters.
b) non-damaging affixes such as knock-down, paralyzing, stunning (the chance to proc version), old vorpal (in it's many forms), nightmare, level draining ect serve as tools to bump up the utility of non-dps weapons and guard itemization without eclipsing the role of dps or pure defensive ones. I can't really say there's ever been a point where they've served that purpose well outside of when they have been confined to named weapons/armor alone, but biasing those toward otherwise poor loot when the RNG is generating them might serve to slow the bleeding there a little bit.