I feel like there is a responsibility on the Plot team to ensure that content is equitably distributed to its players, regardless of class or level, and that content so distributed is meaningful and relevant to the game at large. For example, I had the opportunity to collaborate with a fellow player last year to run a series of guest plot modules, and our focus was specifically on providing high production value and meaningful content to lower level characters.
From what I am hearing, it seems that cultural issues with PC’s, NPC’s, or staff members not adhering to high standards of out of character ethical behavior are contributing factors to many of these problems. It almost seems like some of these rules changes are being presented because individuals are afraid of having difficult conversations within their community about standards of behavior, and would rather overhaul the rules than overhaul their local or regional cultural issues through meaningful dialogue.
I've played under Avaran as HoP. I do these things as a plot member to ensure that low/mid/high players are all getting content. I'm not saying these things aren't all really good suggestions. I'm saying that the larger the gap between lowest and the highest level character at an event, the more difficult it is to make it fun for everyone. Not saying it can't be done, I have too much evidence to the contrary, but it is harder.
Even with all that has been said here about level caps, right now it's the least important of the reasons for weapon damage bloat in my opinion.
For 1.3 the biggest reason for weapon damage bloat is even if you didn't want more damage, you have to take it to do other things. You literally cannot do fighter things without raising your damage per swing.
After that, is most fighter skills are not as attractive as swinging big numbers. From least seen to most: Shatter, Disarm, Stun Limb, Eviscerate, Riposte, Slay, Parry. Those at the bottom are either way too situational, or are cheaper/more plentiful via other means. The number of discussions with fighters who told me as a young fighter, that the way to get ahead as a fighter is for the rest of your career to do prof, prof, parry, prof, prof, parry, riposte (repeat) was far too high. Every now and again I would get the "offense" build of prof, prof, parry, slay (repeat) instead.
I would love to build a character that took stupid amounts of stun limbs instead of adding to base damage. I can't. I can't in 1.3, or 0.10.
Magic items just add on to this. Just like expanded enchant allows for pocket casters, DA, MS, & RR allow for pocket fighters, especially since it is fairly simple to use a 30pt AA as a caster as a side effect of formal levels. I've _been_ that caster.
Finally and least, unlimited build accrual, or more accurately, build accrual plateaus too late. It's my personal opinion, and not one I'd try to force on all of Alliance, that by about level 25, you should be getting about a build every 5 events. At 30, maybe a build every 10. At 35 maybe a build a year. At 40, maybe every three years.
So... That's my piece on this. Y'all can argue the margins all you want, but in 1.3 and 2.0 as it stands now, weapon damage being high isn't a bug, it's there by design, because you can't be a fighter without it.