With the addition to artifice armor and the ability to transmog I've felt a lack of care to chase any armor down from any specific raid or dungeon, the only thing that matters at the moment for armor is it's stats, we need something more to chase, especially now with crafted weapons killing the raids once you've acquired them all.
What I'm suggesting is adding origin traits to the raid & dungeon armors themselves as the ability to put in raid specific mods is very lack lustre and I doubt anyone really cares much for grinding armor just for the sake of it. This makes the rotation much more enjoyable when it comes around as it's not just grinding the dungeon/raid of the week for artifice armor, but specifically going into that raid for it's origin trait on the armor.
We already know this to be somewhat possible with gambit prime in the past and their armor sets. However with these sets their origins should start out weak and only improve based on the number of pieces you have equip allowing for more diverse build crafting for those on the high end of content.
A great example to this would be the division 2 with their amor set bonuses based on the number of pieces you are using, with a greater bonus for wearing up to four out of five pieces (since you have an exotic slot.) As for an already in game example of a scaling origin we have the root of nightmares origin trait.
Just some dumb yet hopeful thoughts.
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With how the stat system works, I have no desire to have to grind whole sets just for an origin trait.