well i am not quite sure thats a good thing, specially since is one of the most common feature in the videogame industry when a developer tries to suplement lack of content with grind, ofc i am not saying thats the reason in this case but consider:
A) It makes the gameplay experience grindier (wich is not always a good thing)
B) Takes away value from the ability to craft better items by adding points to intellect (why bother with crafting if i can get better stuff looting)
C) Adding a ton of stuff to the loot pool kinda makes the items feel ... less special? in the current A17 you decide what you want and then you work for it, easy simple and rewarding. randomizing stats and adding a big loot pool could probably give the same feeling of frustration Diablo/Anthem/"Any other shooter in existence" players get when they invest time to chase after a specific item and dont get it.
on a side note i would like to mention the fact that even tho i have lots of fun in hordes, opening up a yellow loot bag to get: "can of food" "bottle of water" or suff like that feels a bit insulting, feels like the developers made zombies drop loot just to be able to say "hey guys zombies drop loot again, hurray".
And lastly for now, have you consider the possibility of adding "segments" of loot, like:
End game/Special items: Only droped in hordes (hazma suit for example)
Mods: Only found in houses
Armors: only drope by ferals
Weapons: Only droped by radiated, etc
the above is just an example i made up just now, the idea would be to give a special meaning to every aspect of the game, as of right now clearing and looting a house once you have the level at wich radiated are a common occurence is not worth it when you know the best you gonna get is either: weapons/mods that sell for stuply low ammount of dukes, Armors to melt/Scrap, food or drinks. there is simply no motivation to do it, i can gear up much faster crafting and selling to trader and buying what i need from them wich oversimplifies the experience a lot, this would motivate people to play different aspects of the game without feeling forced to "grind" until RNG decides to reward you.