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As far as armor goes: I don't have a default. Depends entirely on the build I want to play and usually involves a mix of items from several different sets/maps.
Most weapons/armor pieces are good/bad because of their passive abilities not because of their raw damage/armor values. I agree that a bit more balancing needs to be done since some equipment pieces really are under performing but there are plenty of viable options from various different maps to choose from and I don't think that there's a best-in-slot weapon/armor at the moment.
But I do realize that it would require doing a lot of things from scratch. So, I am not really hopeful in that regard. It's just an idea.
if you look at it from the POV of Klei it is easier to understand: Their customers are using their product in a very specific way (making their own builds). the only logical thing to do for Klei is to facilitate their customers in the way that they prefer to consume the product right? why would they try to force their customers to use it any other way?
and lastly theres the problem of power creep. it will only be a matter of time before we get more maps, and at some point the damage/armor values will be so high (because of the amount of maps), that it will infact be impossible to use the early game items. its just such an obvious design flaw, and its only working right because theres not enough maps (yet) for it to matter.
Also maybe work on changing armor passives that are only useful for one biome gimmick.