One of the things which I really loved in World of Warcraft was the way gear progression mattered because you started off with very, very poor gear (peasant clothes and a wooden hammer for example) and you worked your way up very slowly.
Because of this, every time you found less poor gear (for example, uploading from the wooden hammer to a spiked club) it felt absolutely great.
And when you finally got some shoulders or a head piece it felt like your birthday.
Because when you have very little in a tough enviroment (like this classic-spirited mmo-rpg promises to be and should be) you're always on the look for the slightest improvement and very happy with every slight improvement.
This feeling (clearly shared by many) was very well captured by the youtuber Captain Grim in this video
( Quest Rewards! Classic VS Retail - WoW Machinima
Captain Grim)
https://www.youtube.com/watch?v=LDoNp_hTB1M
And I absolutely think this ''classic'' path is absolutely the way to go and what Intrepid should be doing.
But honestly, it doesn't really feel like this is what they are doing.
The lvl 15 gear we saw looked pretty advanced, if not epic (the dungeon set for example).
The right way to do it is how World of Warcraft Classic did it.
Put us in a tough enviroment, with slow progression, with us initially looking like peasants who took up arms, make us feel like utter underdogs.
Then, after 10 more levels, have us look like low end men at war (mercenaries), with maybe a mail chest piece, a basic wooden shield, a warclub and a heavy cloth head piece.
Then 10 more levels have us start looking like a more reliable mercenary, with maybe a couple of plate pieces, a mail coif and maybe a basic sword.
It is scarcity, deficit, which gives value to items we find in the world, not overabundance.
Overabundance leads only to a ''meh'' attitude in regards to everything and anything we find.
Have scarcity in regards to gear be felt for longer while leveling.