The main problem with the loot RNG in this game is, it is to random. There are many disappointing moments: You find a rare or even epic sword for your warrior and then you realize it adds +3 to intelligence. Or a dagger that gives +3 to strength.
+INT can be useful for hybrid builds and should have a chance to appear on all weapon types. But yes, probably +STR shouldn't appear on FIN or INT-based weapons, +FIN shouldn't appear on STR or INT-based weapons.
You're right, hybrids pose a problem in the loot context.
I already thought about changing bonuses for items in EE and doing the 'hybrid thing' via crafting.
(gave the craftable hammers a possible INT boost for example.)
There are other things I thought of changing like removing poison resistance from gear and moving that to crafting again, because it's a 'lost' boost slot for zombies.
The biggest problem EE has is that there is not enough high quality loot to flatten out bad RNG rolls.
On my last playthrough most usable gear - that was not crafted - came from traders and close to nothing from drops.
So either drop loot has to be a LOT more to increase the chance for good things or a combination of 'stats that make sense for this item class' plus crafting the rest has to be taken. Something like only STR on plate armor, never INT, but INT craftable on plate.
People complained about too much loot in version 1 already, but it was extremely rare that the loot was good. Only in the very early stages of the game you could and would actually use drops.
This also made traders and crafting look overpowered, although they weren't. Traders were actually the only source for the 'a lot of different loot' thing.
Big boosts on gear are a BIG problem. I tried to flatten weapon damage a bit in my mod but it was a lot harder than I first thought, and the major reason were out of control boosts. And the static damage boost on crafted weapons when drops use a 'simulated curve'.
I found out that crafted weapons in EE are NOT op compared to drops, they are only balanced against way too high potential boost from drops and even a bit behind them. But those drop boosts are only potential, there have to be a lot of - legendary/divine - drops to really get such a weapon ...
A possible route is of course to greatly cut boosts on all gear but that is extremely hard to do in a loot focused gaming world.
Stat inflation is the biggest problem in a lot of games.
I don't have the EA, so I have a question:
How do things work in PvP ? Out of control boosts combined with bad RNG would be the source for a lot of problems in PvP.