No, the core design system is to rapidly gear up to the 80-90% level, and have diminishing returns after that.
This was most evident in the Antoran badge system, where you would grind for currency (limited per week), and get random secondaries on the gear you buy. But since you could buy per slot, you could rapidly climb the ladder in iLevel, and then it slowed down as you strived to get the “best” secondaries.
Same thing with Titan Forging. Get a contemporary iLevel drop, maybe get a good set of secondaries, even more maybe get a TF bump in iLevel.
If you play a lot, you get not just drops from the content, but drops from the vault. PvE can get you 6 chances at the “perfect” drop, which is quite a bit, while still giving you other gear.
Today we’re now striving for Tier gear. These will be doled out via the raid system and the vault. If you clear the raid, you’ll get 3 chances in the vault, plus whatever chances you get from the boss. Some folks will be stuck with 3 pieces for “eternity”, which is what the forge is for in a few weeks.
What you will never see again in the game is a linear system to peak power. Like the badges in Wrath. That’s long gone, and won’t be back.
Play the game, do content, get more powerful. Play a lot, get more powerful faster. Play a long time, get even more powerful with better secondaries. Play a lot a long time, get really good gear.
But what’s always lost in the discussion is that the “first cut” at the gear, with random secondaries, is more than adequate to do the content. It always has been.
The buffed gear is always bonus time, but never “necessary”.