A lot of complaints are about wanting an autopickup of shards as the general sentiment is that shards are boring to read, being that it isn’t even worth the second spent reading when you can just click it and forget about it.
I think this is due to the SHEER NUMBER of different shards in the game, being so many that it is hard to tell if a shard is good or rare or anything when it drops. And they drop in such large numbers that it is easier to click on them than it is to actually read them all individually. which is why players compare shards to gold.
Some people have suggested filtering shards because players only care about 1% of shard drops(much like gear), but that also does not deal with the fundamental problem that there are too many shard types.
It is getting to a point that shattering is often more viable for almost every affix(even the common ones). When the shard system is so bad that your players are using a workaround it means you need to change things.
I think that instead of (most) affix shards being specific shards, they should instead be mostly generic shards(and drop in MUCH lower numbers) - where instead you have the common generic shard(which can be used for any of the more common affixes like resistance), uncommon generic shard(for slightly less common things like attack speed) rare generic shard(for expensive things like +level). The cost in shards does not need to remain the same, it may be better to have the cost increase for higher affix tiers or on items which have a higher total of affixes. Also as I just stated they would drop less frequently.
You do not need to make ALL affixes fit this rule - for affixes that are rarer than “rare generic shard” they may be better to have them be as they are now(bees per second for instance).
I think that overhauling shards in this way will change the reaction from “oh look 15 shards I won’t use”(fails to notice one of them is poison resistance because it is faster to click them than to read them) to “oh, a single generic common shard, now I can fix my poison resistance”. It would also result in people being more interested in actually reading the shards as the only named ones that drop would be the ones for extremely rare affixes.
You do not need to use the exact same rarities as I described, you could categorise them in any number of ways(it could be attack affixes linked to one shard and defence to another instead of rarity) - what I think matters is for shard drops to be much fewer and for each shard to be more useful, because currently they feel much like picking up gold - even for the rarer shards(as we currently cannot even tell if it is rare).