For some reason, this part of my opinion just slipped from my mind when I made the long post above.
Regarding of not letting players to switch accessories freely, here is another cons:
Accs switching would provide players another chance to explore both builds, instead just sticking to what they are having. For example, I have a Ice Warden with Ice Earring - Stage 6 and Ring - Stage 6. . I select Ice cuz I heard it was better for tanking, but I never experience Lightning build to tell the difference.
As awk.skills come, I should have a chance to experience Lightning Build to see if there is something new or not. I may even want to switch build to Lightning completely if I actually thinks it is more suitable for me. H
However, since to switch to Lightning would require me to invest a lot of gold for my Ice Earring and Ring to stage 10. Mind you that stage 6 to stage 10 do not have very strong DPS difference, especially if it is BT stuffs. Meanwhile, I need gold and mats for other upgrades too. So I have to choose between stage 10 ring/earring upgrade so that I can test build and delay other important upgrades, or just "meh, whatever" and stop thinking about switching builds. I dunno if the exchange period is permanent or just temporary, cuz so far, it is temporary in KR.
You know why this is important? Cuz when players test something, they dedicate their time, and maybe money too, into the game. With a big meta-shift like awk.patch, players should have a chance to freely test builds to re-discover their knowledge, instead of just treating it as a DPS boost for all classes and move on without caring.
Edit: Or, NCWest can just adopt the spec-adapting accessories like in TH/VN, which are accessories that will change themselves to suit with current builds. Like an earring that boosts Sunflower on Earth Sum will change itself to an earring that boosts Rumble bee on Wind Sum, without any extra step. We actually have this function already, which is our Soul shield set bonus. This will save players a lot of headache and RNG to deal with, especially when 3rd spec comes out.
For people who dunno how loot distribution will work for raid, here is how:
-Boss 1 BT/TT drops earring, boss 2 drops ring, and boss 3 will drop either ring/earring
-Boss 1 VT/ET drops badge, boss 2 drop necklace, and boss 3 will drop either badge/necklace
-Accessories will drop in 3 categories similar weapon mats, like Raven Animus/Energy/Ferocity. So when fighting a boss, you have 1/3 chance to get the right category of your class.
-The chest will further RNG between two specs. So you have 1/6 chance to get the right accessory for your build. This RNG will become worse when you get 3rd spec of your class, as you now have 1/9 the chance to get the right one.
-If you can clear boss 3, then you have another 1/12 chance (1/18 with 3 specs) to get the right accessory type, the right class category, and the right spec. Overall, a single full raid will give you 1/4 chance to what you want for two specs, and 1/6 chance when 3rd spec is released.
Yeah right, your RNG, if anything, get worse the moment 3rd spec comes out.
A spec-adapting accessory system would fix that. It will eliminate the headache of temporary event for accessory exchange, item creation for 3rd spec (you need like another set of 3rd-spec accessory, which add even more data to the game), and RNG factor when it comes to raid loot distribution.
Also, NCSoft is not a stranger to adapt functions of other regions for their KR server. For example, the current story arc is a result of BnS CN changing how the story used to work from two path of Darkness and Light into a single streamlined one, and BnS KR imported this back to their server.