What if it was done like this:
PvP... A dungeon crawl in enemy faction territory. All enemies are players of the defending faction. All chests and other containers are standard loot. The Boss fight involves the defenders protecting the boss from the attackers. Reward loot is essentially standard, but with a boosted stat when wielded/worn in PvP engagements only.
PvE-Raid... A dungeon crawl with all enemies being NPCs but in massive numbers that scale with the number of players in the raid group. All chests and other containers are standard loot. The Boss fight involves a constant flow of NPC mobs protecting a boss mob. Reward loot is essentially standard, but with a boosted stat when wielded/worn in Raids only.
PvE-Standard... A dungeon crawl with all enemies being NPCs in numbers balanced for a full standard party of adventurers. Standard and Reward loot as well as boss encounter are same as raid. Reward loot is essentially standard but has a boosted stat when wielded/worn while grouped in a standard-sized party.
PvE-Solo... A dungeon crawl with all enemies being NPCs balanced against a single player with each standard encounter capable of inflicting 50% damage to the player even if the player is 100% on his game dealing and absorbing best damage for his level. Chests and other containers are standard loot. The boss would be one-on-one with the boss balanced against a single player and capable of dealing 90% damage to the player even if the player is 100% on his game. Reward loot would essentially be standard, but with a boosted stat when player is adventuring solo only.
For each of the above examples, the same map would be used.
Multiple conditional stat boosts can be achieved by having different gear pieces of the same type but with different conditions broken down by a crafter and reforged using the appearance of the item of player's choice. As much as I hate bound items, Items reforged in this manner would be bound to the owner.
When the next set of content including all of the above types releases, the reward loot of the previous content becomes craftable and unbound.
Thoughts?