"Smart loot" in D3 was only needed because the drop rate of anything worthwhile was so low to begin with. Instead of "smart loot", they could have just increased the base drop rate enough to where you get just as much worthwhile loot for your current character (in a post-RoS world where all trading is banned, this wouldn't have hurt a thing). Then you'd still be able to get items for characters (classes) other than the one you happen to be playing at the moment - a very common Diablo playstyle that "smart loot" completely broke. "Smart" loot was a dumb way to fix the problem, and by the way, I have put hundreds of hours into D3 both on original release, and after RoS release.
Exactly. Being able to get items that are not tailored to you was a part of the game. Tailored loot is a gimmick that turns a game into a shallow system.
Now I can respect if someone wants static hand placed loot, but such can be extremely time consuming and will likely result in some classes or focuses coming up short defeating the argument that random loot shorts people.
Those wanting random tailored loot are really asking for a useful prize in every box. I can understand, but it is that very thing that has seeded the bland hand-out, hand-holding, "everyone always wins!" mentality and expectation. We have plenty of those types of games. People should seek elsewhere if they want that design style.