Laying in bed, I was able to finally organize my thoughts and frustrations on the champion point system. So here I am instead, typing this up instead of sleeping, probably for a bunch of readers to argue over, because I doubt any dev of clout cares about my opinion on the matter. Regardless, I present "Champion Points: Trust and Control".
Remove the cap on champion points. Let the level that a player can earn go on, infinitely. Furthermore, remove the 0 to 100 number cap on each passive. The strength of ESO has always been in build choices. Embrace it- OWN IT. Go nuts with it. Give your players agency. Let them start as peons, but with the knowledge that if they invest "X" amount of hours (let's say 3000), they can be gods. If someone wants to spend all their points in one passive, let them. Balance it, of course. As a stat increases past certain thresholds, increase the diminishing returns. Encourage spreading points out, but don't force it either. If needed, reduce how much of a gain each point invested adds in general.
A sense of vertical progression is needed, and it is currently lacking. For example, recently in the Division 2, a watch was added. This watch has four categories, each with four subcategories of passive stats. Each time you level, the watch category rotates, and the player can choose to increase one of four sub-category passives. The increase per point is marginal, and it is not infinite, but it may as well be. The time investment needed to increase the watch is substantial, but ultimately the player is rewarded with a tiny, and maybe insubstantial reward, but rewarded nonetheless with some progress. It hugely increased my interest and feeling of power within that game.
But asuitandty, I hear you say "Champion points we're capped because players were becoming to strong for content, and the devs were struggling to balance the various types of dungeons, trials and overland around it." I hear you, and I get that. I don't disagree with that, and I know what I'm suggesting flies in the face of that as well. Here's the thing though: champion points are optional. If a player, solo, in a group, dungeon or trial, wants to set a certain level of challenge for themselves, they can use as many, or as little, of those points as they want. They can already do that, right now.
Let's take overland out of the picture, because that content is designed to be conquered solo, by any build. Let's just look at dungeon, and trials, but more specifically, trials, because that is where the truly difficult content is. Trials are going to be pre-made more often than not. Under this proposal, if the group wants a challenge they can decide to do it with a set amount of used CP. They can choose to do with no cap, and walk through the trial with ease. Give the players that agency. If they don't want the challenge, then don't challenge them. If they invested so much time (again let's just use 3000 hours), and earned so much CP that they can walk through a trial like gods, then I would say they earned that. And if they want to run a trial with no CP at 3000 hours, then even better; they would certainly have my respect.
There are of course more than a couple ways, you as a developer, could balance this. You could offer various incentives for running different types of content at different CP ranges. The best or rarest rewards could actually be at 0 CP.
Build the difficulty of trials around unique mechanics and how a group must precisely communicate and coordinate around those mechanics, in such a way that CP is not a factor. Let's use raids from Destiny 2 as an example. In Destiny 2, raids are not hard because the creatures and bosses are extremely tough (though they can be), but because every raid has a variety of certain mechanics that must be learned, and usually require all members of the raid to be performing tasks at the same time, performing those tasks precisely, and in a small amount of time, or the attempt fails. The game assumes that at this level, players will be good enough that it won't matter how statistically tough npcs will be, so it challenges those players in ways they cannot experience in any other outlet in the game.
Or, you could create some sort of algorithm that scales the stats of npcs in trials to scale with a range of CP bracket selections. For example, in the Division 2, a group can choose from a range of difficulties to run that game's version of dungeons. I personally think this is the easiest, most boring and most creatively bankrupt choice.
Create a baseline, or control, from which you as developers build each overland, dungeon, and trial content around. Trust us, the players, to control the degree of difficulty we want and get out it.