Not what I was getting at or coming from, but your focus is understandable due to where the others who are posting are focusing. What I'm trying to say is that assessing the balance of an item, or the perk trees themselves, based primarily on where they end up best case with rng based loot/trader availability is beyond flawed. The baseline should be without the rng only items factored in, so only what can be done with just perk point investment. If that foundation isn't balanced, no amount of rng gated items will be able to swing it into a balanced position. This game doesn't have that foundation for the character builds yet (try the various perk trees in the game without making use of anything that is available only via rng, weapon/tool parts are rng gated btw, you'll see what I mean) and brandishing Fortuna's blessings ("Have you tried x using rng items/buffs k, v, and q?") doesn't help. Nothing wrong with the rng stuff building on that foundation though, it just needs that foundation.