Much like the previous feedback I made, this is another one which I hope could help improve the gameplay experience, so no matter how it may seem, don't think of it as a "this sucks, I'm outta here" kind of thread, but more like "Hey, these things could be improved and the game would be even better than it is right now".
1) Drop restrictions STRONGLY favoring certain builds
Anyone with half a brain has no other choice when picking a char/build than to make a decision based on the consideration that certain items can practically (taking into account the most reasonable farming places) only be found in Duncraig, and some of them only in Bremmtown/Fauztinville. Unlike in the olden days of Laz's MXL, where you could, with enough luck, find great sacred uniques in K3KBA or TA, which were places most builds could farm at a reasonable pace, SIGMA now severly punishes you for not choosing an OP/imba builds that can steamroll Dunc/Fauztinville, which didn't use to be the case - if you played some oddball/non-OP kind of build, you could still farm for great gear with pretty much NO RESTRICTIONS.
I know the reason for making this area/SU level distinction was to provide incentive for players to take on the more difficult ubers, but I think it brings more downsides than upsides.
2) Access to Fauztinville
This is very simple - the access to an uberlevel where core items like Great Runes can drop should not be dependant on another uber - ESPECIALLY if that another uber is frigging Banisher of Light. What I'd already explained in paragraph 1) makes the situation even worse - the access is even more important because Fauzt is one of the very few sensibly farmable spots where lvl 125 items can drop.
3) Area exlcusive items/Toraja sucks
Without any scruples, I will go on to say that to me, is is one of the least entertaining uberlevels in the game, and it has been that way since its introduction years ago. That wouldn't be so bad per se - IF ONLY it wasn't the only area where another set of Great Runes can be found.
This place is all about spamming Edyrems and the luck of the draw - if too many archers spawn next to each other, your progress is going to be slow because of Edyrems popping like baloons and their weird AI which simply means you have to spam them until they somehow clear off enough immunity shields for you to progress. It's not difficult, just mind-numbingly boring and slow.
And yeah, you might say this uber was made for summoners, and you know what - that's fine, but then it either:
a) shouldn't drop exclusive items
b) should be reworked in a way that even other characters can reasonably farm the place without taking the risk of falling asleep or dying of boredom.
The current logic behind all this is flawed - in my view, item restrictions don't work as an "incentive" for players to visit certain places, they pretty much force you to make certain char/builds choices. Wanna farm Toraja? Roll a speicifc build or go F yourself. This is all because of the B/W approach - I think if all these areas had an improved bias for certain (currently exclusive) items to drop, it would be OK.
4) Reanimates/craft nerfs
Before the change, I think it already took buring quite a few shrines to roll a decent craft, but now, you aim pretty much only for godly crafts, because mediocre crafts are easily surpassed by T4 uniques/lower lvl RWs because of the removal of the doubled MO effect. A completely unnecessary change, IMHO.
With reanimates, it's almost the same situation - for example, I always found it fun to farm BPR in search of a charm with reanimates that complemented my build (melee Elites for ranged builds, ele boosters for casters/proccers etc.). Perhaps some monsters were too powerful (Void Archods?), but couldn't they simply be removed from the pool?
The lowered chance (1-2%) to reanimate on most items (and I won't even mention the ludicrousness of the 2% chance on the goddamn Kabraxis TROPHY) makes them virtually useless now - either your killspeed is low, in which case you make pretty much no use of the rarely reanimated monsters, or so high that you no longer need them because most of the stuff has already been killed by the time a few reanimated guys show up.
5) Long and awkward Purify fights
This has already been discussed in other threads and apparently, there is a rework in the works, so I'll just leave it as "listed" here.