Nahhhh, that'd be doing them a disservice - as many passionate people in this thread have said, the "missing something" versions of the Big 3 are not as enticing as some raid loot. However, we can't really just put raid level items in a regular ol' quest - no matter how cool White Plume is
100% radical, enthusiasm enthusiast.
"Have you tried preproccing feat directory?"
Many of us did not want Wave to be an object comparable to a raid. We just wanted it to be comparable to carrying two non-raid weapons.
Honestly, you (devs) have to do something with caster staffs. Or give whoever carries a staff innate advantages with spellcasting (in the same way that those who fight with two-handers have their innate advantages in combat), or put twice as many enchantments on a staff than on a one-handed weapon (so that you have the same number of enchantments carrying a staff than carrying two weapons). Right now the current design does not make sense: staffs are a clear disadvantage for a caster, when they are iconic weapons in fantasy for magicians.
Triple implement bonus to spell power on staves, maybe some inherent spell point reduction to all implement staves? But yeah at least +1 effect for each 2 on non staves makes sense.
With Great Power Comes Great Responsibility
Which would make one-hand spellcasting implements a cosmetic option only for DC casters?
Buffing a weak weapon type to become the BiS doesn't do anything other than powercreep and require every DC caster to obtain a staff instead of what they are currently using.
It's like what would happen if Greatclubs suddenly had a 20/x8 crit multiplier - now every 2H melee build has to have one. It's the only viable option if you want to be competitive.
I'm not saying that staffs don't need a buff, I just don't know that a significant DC buff is the right way to go about it. And if it's like +1 DC you'll keep using 2x one-hands so that's pointless.
If every staff had some advantage that helped offset the disadvantage of less effects, that would in no way force it to be best in slot.
Poorly implemented, sure that could happen.
A. Add equivalent amount of casting effects on a staff as two one-handed items
or
B. Add "something meaningful" that helps make up for the loss as compared to two caster items.
I personally like the idea of each named staff having something unique and ideally appropriately themed - lower spell point cost, healing over time, let you slot one additional spell, etc. I believe it is wave that makes you automatically set for a charge in PnP. Something like that (meaningfully implemented) would be thematically much cooler than an overall buff to defense.
Random staves could be more vanilla, such as higher loot table rolls with the possibility of higher effects.
Have you checked what implement bonuses are providing, they are trivial... could go 4-5 times implement for staves, and still wont outclass the benefit of 2 sticks in no way. I am not loving that idea to be honest, but an easy fix while they figure it out for the future.