The rarity of high base stat sets only addresses half of the problem. The main problem with Armor 2.0 is that even after you get 60+ pieces to drop... the distributions can still be completely garbage. The different sets of armor also have no identity. They can all rolls the same exact stats, so aside from the 6 seasonal mod slots... every piece of armor is basically the same. This is bad!!!.
Giving each set some weights so that they can be farmed for specific stats would be better. Making sure that pinnacle gear doesn't roll with 60 stats and 5/5/5 mob/rec/res would be better.
If each set had a stat affinity that it would tend to roll more often, there would be a reason to go get it to make that particular build.
Currently if I want a high mobility set, there is no way to aim for that, you just have to wait for it to randomly drop for you. I should be able to farm say, Crucible gear... if I want to get a high mobility set.
Random is great, but it can't just be random. There has to be some sense and purpose to it.
edit: My crucible example was not great, and I don't want that to derail the main point of the post. Weighted rolls could be added anywhere. Nightfalls, dungeons, the Whisper/Outbreak/Juju missions, etc. Things that you basically did a few times and then get bored with would now have a unique purpose to obtain certain types of gear.
Weighting/limiting to reign in how random the gear rolls are is absolutely needed to make end game content meaningful... and can be used to extend the life of older content that people no longer participate in. Allowing that gear to have minimums for certain base stats would give them a unique identity that armor 2.0 is completely lacking.