One could argue that Smartlink is one of them, as it takes a key attribute of Rangers and gives it to the other jobs, although I would argue it's one of the less broken items, because it counteracts the ridiculous EVP values Sega used on monsters. A more sane approach would be to eliminate Smartlink and just fix monster EVP or character ATA, though, so that Rangers' lack of a range-based ATA penalty would be helpful, but not mandatory in order to use guns effectively on Hunters and Forces.
This was mostly my intention to begin with, however since Smartlink only affects Hunters and Rangers and neither of those classes can use Mechguns (The extent of their benefits would be handguns and slicers, neither of which are extremely powerful) so i don't think Smartlink will be nearly as good as it is in original. I heard Smartlink increases ATA by the class' base amount. Do you know if this is true?
V501 and V502 are by far the worst, IMO. Not only does V502 make Hell ridiculously effective to the point where Forces are better off using Hell than Megid (wat?), but both units completely break special attacks. The point of a special is that you have the opportunity to inflict a useful status (paralysis, freeze, confusion), but this is balanced out by the fact that your attack might fail, in which case you're liable to get hit, or even killed. These units increase the activation rate so much that, combined with the already broken android bonus, they make success guaranteed, so instead of having to take a gamble on potentially incapacitating enemies vs just reliably NHHing them to death, your Arrest Needle turns into unlimited Freeze Traps.
Indeed, special proc rates and the power of Hell are a serious problem in original. However I think I have solved the core problem here being that some weapon specials are too strong. Generally Instant Kill specials work less often and on far fewer targets (Most enemies of "champion" class or above cannot be instantly killed) and their activations are balanced around the bonuses provided by a V50X unit at higher difficulties. The same is true of crowd control specials.
This effectively means you use a V50X unit if you care about weapon specials, and you don't if you don't, allowing for more character customization of a sort, as well as serving as a barrier for classes that focus on ATA trying to trivialize harder content without investing in ATP.
Obviously this can be fun, but it's certainly not balanced. Sega's mindset for V4 was apparently that in order to attract players to their server-side PSU beta test, they would throw away the game balance reforms they made in V3 and instead offer up reductive solutions to some of people's complaints about previous versions. Perhaps nothing demonstrates this mindset better than the decision to just throw a bunch of formerly rare items into a "free ubers here" quest, rather than to spend any time or effort simply fixing the stupid drop rates on those items in Episode I and 2.
Lol Sega did a lot of retarded stuff, but I think the idiotic drop rates are the one that bugs me the most. Ffs GM, MM, and DB are outclassed heavily by any charge type item already so like..what was their point even? Hell even lavis having a insane drop rate in places doesn't make sense since its outclassed by BKB, something you can pay for in a shop with PD's and farm the base weapon with hell. If the Lavis series was kept rare, I'd rebuff it's special to hard damage and make it stronger for the sheer difficulty of finding a good one and finding/having the syncestas.
The issue of drop rates is also one major reason why I am doing this project as the drop rates for items in PSO can be asininely low which especially hurts when you are trying to get a step on the item rarity ladder to start solving the massive monster EVP jump between Vhard and Ultimate.
Obviously I am tackling this issue from more angles than just drop rates, but that is an important part of it.
Generally item rarity in Reborn follows a soft curve based on the items actual rarity which is now an actual descriptor of how good the item is (rather than the seemingly random distribution of rarity for items in original.)
If the item is 9 stars, it will be reasonably common.
If it is 13 stars you will be lucky to see a single one in your lifetime.
And rarities between those generally follow a curve between those points, with items of higher rarity progressively harder to find.
The goal here being providing a clear item progression later in the game (where one didn't really exist before) while providing chase items for heavily invested players that aren't required to beat the game but provide significant bonuses if you can obtain them.
After the monster rework I will be revisiting the drop table as I have made some core item changes as well as shuffling certain rare items around. Look forward to hearing more about that when I finally get round to it. I can tell you right off the bat though that items in the "free ubers here" quest definitely aren't 13 star rarity, or even 11 stars ;3