Doesn't work well with the intended reward cycle.
This is basically the idea I had a long time ago. I still like the idea, but we need to consider how much grind this will reduce and how to replace grind. I know I go through so many legendary guns that feel rich in terms of legendary shards, and I'm not even no-lifing the game (like I used to). It's easily assumable that after a month or two of playing about 15 - 20ish hours a week, you'd have a sizeable stockpile of mods, and seeing as how "godrolls" only really include a tiny handful of perks, only a few of them would actually be used, which means people would get their weapon, already have the perk mods they need and fix it up, and the grind will be non-existent. From a game developer standpoint this is a bad thing because it gives a reduction in playtime because people don't need to grind as hard. On top of that, it will create a situation like year 1 where truly random guns will be almost non-existant as everyone uses almost cookie-cutter perk selections for the best results. However, I still love the idea and would love to see it worked on. I could share my old idea too, which still has plenty of grind.