Those ideas are all awful.
A: As you state yourself; essentially enchanting 2.0. Results in there still being a functional cap on rerolls, as well as feeding into always being short on materials for any other items that drop too.
B: Not everything has to be equal; it’s ok that different items or paradigms have different chances. Individual affix selection is a ludicrously stupid idea; it functionally makes every item with 3 good stats a near perfect item. Tempering exclusive to GA items massively nerfs everything before WT4, most characters would lose 100s of % of damage before getting GA items. It is no longer worth it to pick up ANY item in WT4 that isn’t GA, regardless of item level of level of gear progress.
C: Better than option A but still unnecessary; as previously stated, any and all options increasing the number of items necessarily decrease the amount of good items dropping in the first place (either by less loot or more garbage).
D: No they shouldn’t? Classes don’t need to be even in terms of gearing up on every piece of gear and build. It’s ok for variance and variation to exist. Arbitrarily capping the number of affixes on a given set, or increasing in another, cedes build diversity for the sake of arbitrary “equality”.
The system does allow players to chase for perfect rolls, in which bricking is a part of the process. To get a perfect item with perfect rolls, you should expect to need to get multiple base items on which to craft before you get what you want.
The current setup is a good mix of approachability and chase, where it is extremely easy to get entry level, good, and even pretty good gear, and gets exponentially harder to get excellent or perfect gear with multiple greater affixes and perfect rolls. This is fine.
I decried a lot of things about D4 but the loot and temper system in this patch is a great step forward, and has landed in a surprisingly good place from a balance perspective (in terms of loot progression rate, not balance between different builds or paradigms). There is room for tempering to change, of course, but every part of that change interacts with the relative gearing progression rate, and where Blizzard wants it to be. If tempering changing will lead to going backwards in terms of the gear dropping on the ground being worse, I don’t want it. And that is the logical outcome of any means of making tempering easier to “complete” successfully.