On the other hand, I still think that in order not to "increase" numbers on gear, then, as minimum, it's worthwhile, within limits of "characteristics displayed on item", to display real bonus of this secondary characteristics compressed from level (moreover, cutting percentage of mandatory "dividing content sphere" (preferable to a greater extent only for PvP (res) or PvE (hit, exp, "avoidance", kind of threat generation bonus, etc)) characteristics should be much stronger than others, which means that player, first of all - at the beginning of expansion, will "
customize" (
some words about itemization's organisation here) (professions, choose from proposed items) these indicators (
soft/hard caps), which, with next comming equipment, will be more for this "tier~ilvl" and player will switch to choice of secondary indicators, that amplifying character directly (perhaps, even in form of "deteriorating secondary necessary ones, for the sake of reinforcing secondary power" by professions' stuff, which will put needs of reforging in not much essential position), which will entail urgent need in switch to "new" ilvl with character's lvl growth (with deleting stupid "drop/reward's scaling").
And! all this is true also for all professions' products of customizing, so there're no problems with characters' "forcing" transfer to new recipes. In this case, I think, it
makes sense to decide on "floor and ceiling" in order not to generate abnormal (negative/fractional/infinit) numbers.
Simplified example: same item displays for 10lvl character 50 hit/exp/def/etc points for getting rating, and for 50lvl already 1, but number of points for acceptable rating indicator of both are the same.