@Ansalon, the problem with your statement "Why is putting the armors in to a comparative category a problem? There are clear cut cases where some armors are just straight up bad. Why is there a need to pretend that all items in this game is equally viable." is that you are likely to find a great many people in this forum who outright disagree with your notion that such clear cut cases exist, or at least that the cases you find clear cut are such in the first place.
As an example, take your trash tier, which contains Deltro's Cage. You look at it and see "+2 All Electricity Power Levels could have been great on Fury (Druid subclass) but 55% recovery time makes it garbage", which means that you've dismissed a very, very, powerful armour for some kinds of druids out of hand due to being overly concerned with the recovery penalty.
Deltro's Cage is probably the best armour in the game if you want an electric demigod in your party. It is not an armour that (in your words) "can go up or down a tier depending if you use them in a specific build", it is an armour that goes right to the top when used correctly and is pretty poor when not.
Somebody with just a bit more experience in the game would say, "increased power levels is one of the most powerful properties on any item for activated abilities so long as the user makes good use of it, and +2 electricity screams druid, and a free Relentless Storm via enchant is good, and PL bonuses stack so that stacks with +3 storm power from Darryn's Voulge on a druid on all spells that are both electricity and storm, and there are a few other sources of electricity damage in the game on uniques, some of them very powerful (and best of all, they can be gotten in the early game)", would try it out, and would discover that running around with +5 PL to electrical storms is absurdly powerful. The recovery penalty isn't nice, but we can get around that, mostly. This can work nicely for a Fury or a Fury/Evoker, but while powerful it feels a bit clunky even with maxed dex and Abraham pet. Still, heavily armoured caster that doesn't cast that often, but when he does, it hurts, is a good start.
And you can take it in other directions, e.g. multiclassing with barbarian, fighter or monk for recovery bonuses, which is how we got Ascaloth's Fate Testarossa Fury/Helwalker build. Or how about the inspired genius that got us the very powerful God of Storms Watershaper/Stormspeaker Tekehu companion build? Druid electricity and storm spells and T1, T3, and T6 electricity offensive invocations? (and healing, and frost spells/invocations too).
I hope you will agree after reading this that dismissing some items as clear cut cases of being straight up bad isn't as easy as all that, and that in at least one case you have erred in that regard in your list.
EDIT: Clarified in the above that Lord Darryn's Voulge doesn't give +3 electricity power level but +3 storm power level. There's a significant overlap in druid spells of those two keywords that thus end up with +5 as most storms are electrical, but some storms are not and thus only gain +3, just as a few spells are electrical but not storm and thus only gain +2.
Edited by pi2repsion, 13 August 2018 - 05:08 PM.