Remove Titanforging and implement the following.
What you do is keep Warforging but to a maximum of 10 ilvl so it will never be as good as the next difficulties identical item. Example a item from Dazar Alor normal is 385 and can upgrade to a maximum of 395. A heroic item of identical name which base is 400 will always be better.
Add a item which can increase (like back in MoP) an items level by 5 ilvl to a max of 10. You can get them 3 times a week per character with 3 quests with an increase in amount needed like re-roll tokens.
Quests being:
1- PvE raiding: Kill final boss of current raid (any difficulty) 1 time. If this quest is chosen again Kill final boss and another named boss (Lets say King Rastikan as example). If chosen again full raid clear on normal or higher difficulty.
2- PvE Mythic+: 1st time Complete 1 Mythic+ (any keystone), 2nd time Complete 3 Mythic+ (any keystone), 3rd time Complete 5 mythic+ (any keystone above or at +5).
3- PvP: 1st time, Win 3 arenas (rated) or BG’s (BG’s count as 2). 2nd time Win 5 arenas (rated) or BG’s (BG’s count as 2). 3rd time, Win 10 arenas (rated) or BG’s (BG’s count as 2).
(EDIT: This item is the same regardless of the quest you chose, Call it Spirit of Warforge for lack of better name, All 3 types of quest give it)
This ensures that players who raid, PvP, and do Mythic+ have equal opportunities to get the 3 items a week. All gear from PvP, Raids, Mythic+ dungeons, Emissary turn ins, can be upgraded with this item.
When a piece of gear warforges through RNG on acquisition if its a +5 it one of these items can only be used once where that gear will be 1/2 warforging complete. Alternatively if the item gets a full +10 an item cant be used on it where it would be 2/2 warforging complete.
Remove the leech, speed, avoidance that can randomly put onto gear.
Add for Jewlcrafters, Blacksmiths, Engineering, and Alchemists and item which can add a gem slot to a ring. (If you want a lore/flavor reason Jewlcrafters are obvious, Blacksmiths can make a hole into a ring for a slot, Engineering can do something with explosives to make a slot, and Alchemists can poor acid to make a slot).
Add for Inscription, Enchanting, Leatherworking, and Tailoring 3 items, each can give a trinket either X (should be a large amount) amount of Leech, Speed, or Avoidance. (If you want a lore/flavor reason Enchanting is obvious, Inscription makes a magic scroll incantation, Leatherworking makes a lanyard, and Tailoring makes a cloth braid).
All that is left to do is clarify the ilvl of gear you get from Mythic+ and PvP.
For Mythic+
Mythic+2 you get a +5 ilvl off the base mythic gear (So 1/2 Waforge), so 375 in Season 2.
Mythic+3 a 380 piece (so 2/2 of the warforge),
Mythic+4 385 gear (0/2 warforged so its on par with Normal raids),
Mythic+5 390 gear (1/2 warforged),
Mythic+6 395 (2/2 warforged),
Mythic+7 400 ilvl (0/2 where on par with Heroic Raids), Mythic+8 405 (1/2 Titanforged)
Mythic+8 405 ilvl (1/2 warforged)
Mythic+9 410 ilvl (2/2 warforged)
Mythic+10 onward 415 ilvl (0/2 warforged).
If the difficulty was to be capped at say +15 there would be rework but would follow the same principle.
PvP
0-1399 rating 370 gear
1400-1599 rating 385 gear
1600-1799 rating 400 gear
1800-1999 rating 405 gear (1/2 warforged)
2000-2199 rating 410 gear (2/2 warforged)
2200-XXXX rating 415 gear (0/2 warforged)
This should streamline the gear progression so that all gear will matter and based on difficulty level. These ilvl numbers are based on BfA season 2 ilvl gear for end game content. Giving clear as day gear progression and reducing RNGforging greatly.
EDIT: Also could implement a +15 max, items that were 2/2 become 2/3 so you would need a token to max out its warforge.
EDIT: Even if the overall outcome is just capping the TF to +25 of an items base ilvl would be better than the system currently is right now in my opinion.