here's my personal hopes for gear in the next game.
the important stuff:
Sub defense has to go. Defense up > bomb defense > sub defense has been a positive trend because each one does less. This trend needs to continue by making sub defense not exist.
Stealth jump shouldn't be on literally 50% of sendou.ink builds. Having abilities that are good is fine, but nothing should be this necessary. Either the radius you can see jumps from with SJ needs to get nerfed or there needs to be a very weak form of SJ by default (maybe pro or jet squelcher range vision)
Utility subs are a fine thing to exist, and they are good to help diversify gear, but quick super jump, ink res, and special saver are too strong. It doesn't diversify gear if they feel required. I don't think the default values need adjusted, but the amounts with 1-2 subs should be changed so that for the first 3 or so subs of the ability added, the effect increases by around the same amount each time. By the time you have a main of the ability the effect should be unchanged from before.
Add good explanations for what gear does. I still don't know how haunt works and I have almost 1000 hours in the game. Also, the explanations for sub and special power up should change based on what weapon is equipped.
less important stuff that I think would be nice:
Thermal ink should apply to indirect from explo, tri stringer, etc. These are the weapons that would get the most utility out of it and it would be really nice to see thermal ink have a good use case. The duration could be lowered for balance if needed.
Intensify action should increase the duration of squid roll armor. Right now it's pretty much only used for jump rng, and even if it doesn't do a whole lot it would still be a cool change. This could also use the nerf for specifically 1-2 subs of it, so weapons that want IA can still use it but it's not as necessary for other builds.
Tenacity should do more than just passive special charge. I don't know what, but it should do something. Giving everyone QSJ would be really strong balance wise since it would let you jump out and/or let teammates jump in faster, which is usually when you're at a numbers disadvantage. I'd be okay with this but if they added it they'd have to be careful about balance.
Haunt needs to be less bad. I don't think anything should flat-out disable gear abilities, but I don't know what else they could add to it. I also don't think increasing the tracking distance would make a huge difference because the problem is that the ability just doesn't do very much, like tenacity.
Random idea: when you splat a haunt user your ink tank gets capped at 90% until you die. I have no idea if this would be broken or terrible but it's an idea at least.
I personally think RP is fine and doesn't need changes. I don't see what people dislike about it but I play chargers so I'm probably biased.
summary:
-sub defense gets deleted
-stealth jump radius gets nerfed, or you have a weak version by default
-QSJ, ink res, and special saver are worse when 1 or 2 subs are equipped. IA gets the same nerf but less. for the first few subs of each ability, the effect increases by approximately the same amount each time
-gear explanations become useful
-thermal ink works on indirects
-IA makes squid roll/surge armor last longer
-tenacity also gives QSJ (not too much though)
-haunt becomes better, somehow