Very few of the items (outside the rpgcodex shop) were unique at all. I would get some named item that would make me -think- I got something interesting and unique.. but it always amounted to mundane affix stats that could be improved through the crafting system.
Look again, 'cuz that just ain't true. Almost all of them have unique properties that you can't apply by enchanting (and in fact somewhat ironically given what you just said, several of the RPGCodex shop ones don't.)
Items were never unique with some special ability or functionality that changed my gameplay and after getting a few floors deep in the multi-dungeon.. they were also rarely an upgrade..
Very few of them are upgrades, that's true. There is no "gear progression" in Pillars and it is IMO much the better game for it.
Without Cherry picking I would love to see some strong evidence of interesting items.
The items
qua items aren't interesting. The builds and strategies said items enable are. Here are a few examples off the top of my head:
- Persistence, the hunting bow which applies DoT. Give that to a ranger with theMerciless Companion feat and you've got a massive damage boost. Have your wizard cast Combusting Wounds to boost it even more. Add Stalker's Link for a free +10 ACC for great murder.
- Shod in Faith, the boots which trigger Consecrated Ground on crit. Give these to a frontline monk and you don't need a healer anymore.
- Spelltongue, the rapier which steals buff duration on hit. Give this to a high-INT, high-PER barbarian, and his Carnage will get so many hits that his buffs will last through the entire fight.
- St. Garam's Spark, the Marking pistol. Give this to a Darcozzi paladin with Inspiring Liberation and Coordinated Attacks, and you can give +30 ACC at will to any party member. That's 10 levels equivalent.
- Forgemaster's Gloves. Give these to a barbarian, Frenzy, and trigger. You've got a human fireball that'll mow through an entire mob.
- Gaun's Share. Give this to a priest of Eothas with Hope Eternal and Weapon and Shield style, and you've got a decent off-tank that also does damage.
I could go on, but you get the picture. Just about every single one of those unique properties can be used to great effect when given to the right character and/or used in combination with the right ability or other item or items. You just need to look carefully at what it does and think up ways to combine it with other things.
I know this is more complicated than just +4 is better than +3 and 2d6 fire damage is (usually) better than 1d6 shock damage, but it's worth the work. At least I find it so.