A few improvements to your idea:
-make orbs item specific. (Like orb X works only on gloves, orb Y works only on boots)
-don‘t add any for shields. Shields are already a very defensive choice and should stay that way so two handed weapons aren‘t worsened.
-give 3-4. choices per slot. There are 8 slots (not counting shield and ring is doubled), so people can choose which one would be best. One for casters (skills, spell damage, -enemy resist, life on kill and so on) one for wdm builds (wdm, crit, ed, life on striking, life on attack, life leech and so on) one for defensive (ed, resist, tcd, Block chance, max resist and so on) and a special orb that buffs certain stats/skills or grants an oskill. Special orbs should be only granted from very hard ubers.
That way you need to choose the stats by yourself and can determine whether you need more defensive values or not.
-you can buff those stats since that way they‘ll be limited already. Plus, someone might prefer the defensive orb on a belt, while the other one might use the offensive one and gets the defensive stats from a different item already, giving more item customization for the same build. Or you might need to change the stats you get from a certain orb to those of another orb for certain ubers. For example you could get lots of resist from orb X and lots of def from orb Y, giving both of them a different use, which you may want to change for Uber Z. That way you don‘t skip on all the content but instead only on on 1/3rd (either wdm or spell dmg).
It probably won‘t be implemented, so I look at this thread as a theoryctafting thread. I might add this to a game when I somehow make it into the gaming industry xD (not likely)