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I think people here are talking mainly about randomly generated containers, probably the Basic ones you are talking about. Other than having different opinions, there is also a concern whether the random loot tables are rightly established according to the developers' idea (eg. that you shouldn't obtain some things at all). Being in doubt and thinking it's alright, would you tell Sensuki not to make a bug report before release?
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No the bug report makes sense as having a 1/X (10, 20?) chance of getting an exceptional weapon in that area seems odd. However considering the large amount of fixed items/goods/money from Quests, Quest related containers, NPC's and some hidden locations I don't think it's a big deal.
It's certainly not this
drastic problem that some people are making it out to be in the various forums and in general neglecting to mention that
every named item appears fixed and so is a large amount of the loot in part due to the changes that were made earlier in the beta to have enemies drop what they're equipped with (at player urging).
As I mentioned the chance of finding an exceptional (say basic +2 equiv weapon) as a random drop in an area that appears to be aimed at a party equipped mainly with +1 eqv weapons and amour and a couple of +2 eqv items seems a little odd so a bug report on that is logical. However as I mentioned above doing these tests on a single chest/container several times doesn't tell us much, it's more important to know the total value of loot in each area, thus the need to test it by creating a clean dungeon (kill every one) count the value of their total gear (on PoD there are something like 30 guards in that area so 30x Weapon/Armour sets etc) and make a save. Then go through and empty all the containers and work out the total value and range of container items from the entire dungeon then repeat this 10 times and see what the variation is and how it compares to the total value of the guards drops. If the total cp value of a area can vary by greater than 2-3x then that is an issue as it actually changes the difficulty of the game (say 5,000 vs 20,000) in a random manner however a change of say 1-2,000cp isn't much if the average is 20,000cp for the area.
The random loot appears to be a mix of cp, gems/components and basic weapons (normal, fine, expectational etc) which honestly aren't that interesting once you've a well equipped and enchanted party. After all if I find an exceptional Rod +8acc, +20% damage to I really want to switch it out for my customised fine Rod +4ACC, +15%DMG, +25% fire, +4 Acc + 20% DMG (Fine, Accurate 1, Damaging 1, Fire DMG: +8ACC, +35% DMG, + 25% Fire DMG)? Which I would then need to enchant up to the same level, when instead I could just wait a bit and enchant my current one up. I might consider switching if it was a named weapon with a special ability but those don't appear to be random so it's not an issue. Finally even if I've found an exceptional weapon there is a chance that no one in my party may use that weapon type so effectively it's just cp. Or if I have a named weapon I'm HIGHLY unlikely to give up the extra abilities that it has to switch to a basic weapon when I could instead enchant the named one up to the same level.
Finally all the talk of save scumming with regards to random loot just bores me, way way to meta gamey for me and secondly if your entire build/play through is dependent on the random drop of an item that does +15% damage and +4 acc then I think you've got a major problem with your build or your really pushing the limits of your own ability to play the game and as such there are probably many better things for you to be doing than reloading to try and get a better drop.