The thing I'm curious about is, how much development time is spent on sets that people won't and shouldn't use? Each set that the community deems not worth the time it takes to grind it is time spent paying developers for no benefit for the players and no benefit for the game. I wonder what better ways that dev time could be spent if Zenimax decided the strategic move was to release fewer sets overall and spent more time making sure they actually advanced some aspect of gameplay. Do dungeons always need at least three armour sets? Might one suffice? Do dungeon armour sets always need to be 5-piece set bonus affairs, or might we see 3-piece sets in dungeons? The dungeon status quo deserves to be shaken up as much as any other part of the game, and Zenimax has claimed part of their goal for the new development model is just that. I wonder what other rewards could motivate dungeon-focused players to grind dungeons. I feel like they've experimented with the question to some extent with the public dungeon collectibles DLCs and expansions, but I also feel like those examples aren't entirely successful. That would be a separate post with a separate topic, though.
reworking/rebalancing a set every month doesn't seem overboard. Changing mag/stam lines to crit/dmg buffs to work towards completing the hybrid balance they started a few years ago. More over healing triggers for support sets, etc.