Topic: Automated player-driven balancing
Would this be good? That you have an automated system which would work on a premise that if something is used more frequently, that it's probably overpowered.
Usage statistics on items would be collected and then some with low usage would be made better, and those with high usage would be made worse (in very small steps, perhaps on a daily basis).
I would advertise this system as a player-driven balancing - unique feature of the game.