Yes and no. It doesn’t fix the bigger issues. I played a healer in Legion, and in the early days withered army training was really good for rep, to unlock 2 dungeons. Every try doing withered army training as a healer? It was misery. Good thing I could just swap my spec and…oh, a level 0 artifact weapon. Well, shucks.
Open world and more casual players who don’t go beyond M0: “Hey Blizz, I would like some form of gear progression system like what you do for others e.g. with the vault. The vault helps mitigate bad RNG to a certain degree yet there is nothing like that for us”.
Rando on the forum who doesn’t know reading comprehension: “YoU dOn’T nEeD gEaR”.
Later that expac rando on the forum: “This game is dead, I can’t find anyone to play with, queues are too long, no tanks etc…”
It’s kind of a difficult task in the first place, instanced content has limits and rules which make design and balance much easier.
Just look at world bosses for an example of how this doesn’t really work in overworld content, you can easily just throw more bodies at the content, make use to open world resurrection, have a healer out of combat simply to res people, make use of toys that have zone restricted use etc etc.
There are just too many variables to consider to say “this overworld accomplishment is equivalent to this reward”.
Solo instanced content like how horrific visions were is better for that kind of reward, however even then not all classes are equal in terms of solo power performance.
ion in preach video said that people can argue why a world player wants high ilvl for that content but the fact is people wanna see that number go up which is a core of an rpg so they wanna do more of that in DF and beyond