I really like where the 90+ Synergies content has gone so far, but since i mostly play hardcore these days, i find the mod has some issues with the early leveling part (and from reading this sub i see many others share similar thoughts).
1. Extremely underpowered Uniques.
Manually tweaking them would seem like a hell of lot of work, and there are SOME good uniques; but level 20-60 blue sets and stand-alone pieces with good stat rolls can be crafted (with socket and misc enchanters) to be really excellent gears. The main problem is that on arpgs, finding these rare drops can encourage you to play more and get excited for a bit; currently on synergies-tl2 you see an unique and you know there is 90% chance it will be vendor trash.
Suggestion: taking many bad uniques out of the drop pool. And its not hard to tell which are bad; they give less stats/effects than vendor-blue gear.
2.Crafting at low levels is too expensive.
You outlevel gear faster than you can get money to craft on story mode. I think this would be an easy fix by tweaking the formula that sets the costs.
3.On elite difficulty, most weapons simply don't do.
You need very specific weapon stats/effects to be able to do decent damage on elite, which automatically locks you out of most gear you find (and this is compounded by the high crafting costs). Some people i know complain elite tl2+synergies has the same problems as borderlands 2 in that many enemy's health just seems overly inflated; and i know that telling them "you need to use fast multihit skills with an -armor weapon" doesn't mean they are wrong. There is no easy way to fix this (reviewing armor scaling and health sounds like a lot of work), but with both more accessible crafting and uniques that aren't terrible i think it would be easier to get around the mandatory -armor when looking for a weapon.