Initial phase-
Take one more season to do this traditional dance you are doing as a development team. Add another color to the gear level, add some additional stats to each piece, release the next heroes and listen to everyone complain, and nerfbat heroes that need it.... etc.
Then STOP.
By NOT boosting stats and capping gear score next season, you will effectively create the balanced playing field ALL these players yearn for at top tier gameplay past rep 10.
Nothing changes at a lower level of play; all players STILL must play a CONSIDERABLE amount of time on EACH hero to get up rep and to earn gear UP TO that level.
Players will STILL have to take that time and effort, which means learning and getting used to a hero.
The developers DONT have to revisit the gear score issue nearly as much, or redo the early systems of the game as I hear so many players scream about.
Implementation of Sets-
After a player reaches the top gear score on your hero, which next season will be around rep 10 on each hero; you can earn points SPECIFIC TO EACH TYPE OF MATCH (elimination, duel, dominion, skrim, etc..) that you play in during the faction war.
At the end of each 6 hour cycle of participation, the amount of points you earn in that category during that phase; will transition into tokens that can be used to purchase specific pieces of gear sets from meticulously created, brilliant, vicious looking gear for each hero that has reached a rep of at least 10.
*Each set will give a specific execution for its completion, and a specific boost to ONE or TWO areas of stats.
*Each set will be unique in its look, and feel, and therefore keep visual variety in the game.
*Gear is still customizable. Still interchangeable in look as it is now with other gear that is NOT from ANOTHER specific set.
What I mean by this is, it is NOT interchangeable with other epic gear styles, so as not to dilute the need to buy specific sets to facilitate your play style and keep visual variety in check.
Basic conclusion-
*By doing this, we limit the amount of time and resources being spent on trying to balance a game at its top tier level as well as simultaneously trying to create a functioning and non-exploitable game in the low and mid-tier levels.
*We allow for MANY more unique looks to be developed and released as the game continues to grow, keeping the visual variety of the game at a high. While not feeling like, what you just earned yesterday is replaceable today because of the gear score paradox. (Top tier Epic gear from the end of next season would still be viable and still be worn 10 seasons later. Because gear is not scrapped due to gear score)
*A sub category of sets earned can be put into the "appearance" tab and saved once the set is completed. To be interchanged whenever needed. While incomplete gear sets can be stashed in the inventory space when not being worn.
*Players will have a MUCH more balanced end game to fight in and work towards. If for no other reason than to get out of the trenches and into the rep 10 arenas where HOW you play is more important than WHAT you're wearing!
*Lastly, and possibly most importantly, because sets will be earned through faction war participation in EACH DIFFERENT MATCH TYPE; it will create player base in each type of match, not just dominion. Making finding groups in other match types MUCH MUCH EASIER!
So that's the idea in a VERY basic nutshell. If this was in detail it would take pages and Id rather be playing right now.
Anyway. I think this is a good idea, and would be worth the balancing team and devs to consider if they see the post.
Happy to talk more on the idea with anyone interested, should it become something of interest at a level above forums.