Max Gear Rarity For Any Level: Future Concern
So as it currently is in alpha 2, you can craft any gear as a legendary item regardless of that gears level requirement, as long as you have equal rarity materials/gear that boosts your quality of what you craft. (I am aware that quality boosts are being adjusted)
The issue that I predict with this is that if this remains the way it is, players will build "hand-me-down" Maxxed out Legendary gear for each level bracket to rush content exponentially faster than intended for a fresh character. Upgrading to their next 10 level bracket Legendary and passing it on.
Whether or not this would be intended is up in the air. However, to me it not only potentially dumbs down leveling alt characters, It also drastically reduces how special and satisfying high tier rarity items feel upon acquiring them.
What would I suggest to deter this? Lock rarity to level brackets. This can apply to both Adventuring and Artisan Level as far as being able to acquire the rarity of materials, craft them, and actually use the gear.
Level 1-9 (Novice) - Common and Uncommon Materials/Gear
Level 10-19 (Apprentice) - Common, Uncommon, and Rare Materials/Gear
Level 20-29 (Journeyman) - Common, Uncommon, Rare, and Heroic Materials/Gear
Level 30-39 (Master) - Common, Uncommon, Rare, Heroic, and Epic Materials/Gear
Level 40-50 (Grandmaster) - Common, Uncommon, Rare, Heroic, Epic, and Legendary Materials/Gear
Level 50 - Common, Uncommon, Rare, Heroic, Epic, Legendary, and Relic/Artifact Materials/Gear
This would keep the correlating level brackets from being over-tuned by limiting the power scaling of items you can provide your alt characters, but still keeping a sense of progression (and even potentially improving this sense of progression) every 10th level bracket.