Instead of having devs go through all these epic items perhaps adding crafting tiers/levels to increase stats on the item would be better.
This would also add far more variability and customization(see below). Instead of having to go through and do a manual change I would assume the devs can go through and do mass changes on the items adding crafting upgrades.
Three examples are below.
-Epic Gloves of the Claw: Greater Vulkoor's Might, Strength +6, Intimidate +5, 30% Healing Amplification.
Currently lets give it 3 craft upgrades (whatever you want to call them). Using 2 of them I increase the str to +7 then +8. and healing Amp to +40%. Or I could of increased strength to +9. But this increases the level of the item to min level 23.
-Epic Seal of the Earth: Natural Armor Bonus +6, Greater Acid Resistance, Stoneskin (CL:20, 3/3 rest)
Lets say we give this item 4 crafts. I increase the natural armor bonus by 4 to +10, or i could of done epic acid resistance (50) and +2 natural armor bonus. Min level 23, id assess that min level should be independent and static simply because some items are underpowered.
Now a really POS item...
-Epic Spiked Turban: Protection +5, Resistance +5 (Yellow augment=greater false life colorless=exceptional con+1)
As a dev I would consider this item a big waste of time. But we can make it useable, lets give it 6 upgrades.
Still min level 23, but now I can go with prot 8 resistance 8; or i could upgrade yellow augment to superior false life (40) or epic false life (50). Or increase exceptional con.
As long as the devs properly rate the items as being powerful/average/poor and give an upgrade count approriately then this should work very well. The net effect will be that current weak items will become practical and have more variability and powerful items will become more powerful, albeit be less variable.