Unfortunatly, EHG do not want players to be able to archieve their goals for their characters. It is true that having a non RNG crafting system would make this game better.
Let’s start on the very first thing which is balance. Does having T20 items (and these is not perfect items as some people might want to say they are, to be perfect they’d need to be perfectly rolled withing their range) breaks the game? The answer is no and the reason is simple. Content difficulty is infinitely scalable and with scaling comes better rewards (more on that later). The early mapping would be easier sure, but once we enter empowered monoliths and go down let’s say 150 corruption, most people even in T20 gear are going to be struggling.
Now, why would full control over crafting be good? Let’s start with perception. The perception of a player over what is happening shapes his enjoyment of the game. If a player feels he is not progressing his build because he just can’t find bases that are good to craft, that is, bases with very high affixes that he needs to the point that essencially he needs to find nearly “perfect” pieces (and I use quotation marks because perfect includes perfect rolls), then the player just feels his time is wasted, his build is not going anywhere and therefore he won’t have fun leading him to quit the game since the point of playing games is to have fun.
Moving on from the perception issue and into a more mechanical issue, LE has no gear direction. It seems that the idea of LE gearing system is to maybe find a random usable piece and craft it to be as good as possible leading itemisation to essencial not have a goal but rather be this transient mismatch of things that barely work when put together and that are not really what any sensible person would do.
In a well developed crafting system, you want to have natural progression points. First you aim to reach a very specific state, then you aim for upgrading to the next state and then you reach a point where upgrading is no longer something that realistically happen, it is instead something that is so hard to get that upgrading is aspirational content.
So how does removing RNG archieves this? Well, that is actually rather simple. At first your goal is to get T20 items on the right bases. That is the very starting point for your character upgrades. Once your character has T20 gear in all slots and they are the base you want them to be, then you reached the first stage of a geared character.
So now it time to move on to better gear. Now you need to look for that exalted gear with T6 and T7 mods on them and probably gamble a little bit to remove any mods you don’t want so you can craft on it. This is also bearing in mind that the item needs to be the right base. Once you got the item with let’s say a T7 on the right base and you managed to remove the unwanted affixes which was RNG, now you craft it to T22. Finding one T22 piece might not be that hard, you may in fact be lucky to get a single T22 before you finish getting everything to T20 considering class specific shards are hard to come by. Still that is one piece, upgrading every single piece to T22 and don’t forget, in the correct base is going to take a long while, however it is definitly archievable.
Now that you have all your T22 gear, you’ve reached what is called build completion. From here you have 2 choices. You either swap builds to try something different or you keep going for aspirational gear. But what is aspirational gear you ask? Well, anything T23+ is aspirational. You can have at best a T30 item. You also have the combination of uniques with rares which is very much aspirational gear since you are looking to bring the right modifiers or at least the better modifier if you don’t have an items that can take 4 affixes potential.
As you can see, doing it like that makes the players have more fun as their perception of gear is positive. It also makes for a sensible upgrade path as opposed to having a mixmatch of things that shouldn’t really be there but they are because essencially you can never what you want just because of RNG.
Before you say this is bad, there is an ARPG that gives player full control over crafting. Chronicon does this and it is by far the best crafting system ever developed in an ARPG. Their crafting system in universally praised by how good it is and all their crafting system does is give you full control over how you craft your items. There is a tiny bit of RNG in it but it is completly trivial that only makes you spend a bit more currency (and I do mean a bit, not a lot) early on to lock in the affixes you want in place. So we know a fully controlable crafting system works and it’s praised by everyone who played the game as the better crafting system in an ARPG. There are no escuses to justify RNG crafting systems anymore. RNG systems exist for one purpose, and that is to make the good players who have no life get all they want and wallow in a sense of superiority to everyone else who can’t. That is not a postive system to have in a game.