The uniqueness paradox is a common observation where as the game focuses on "unique"(fixed parameters/named items) items as goal, most players will adopt similar cookie cutter setups, reducing uniqueness of equipment to few top choices per class.
Games where all items are randomly generated with random attributes avoid this problem, since each item is essentially unique.
Upgradeable items which set to specific configuration are a similar "unique upgrade" problem - creating cookie cutter builds with one upgrade path beating everything else for the class and is conceptually similar to using one unique item. This can be solved by only allowing to upgrade existing (randomly-generated) attributes of the item - and setting a maximum limit on number of attribute upgrades(as maxing out specific key attribute would be the focus of most player).