Yeah I like the approach where items are static and "learnable."
It'd be kind hard to fit random items into the many systems that involve parts, even as rare/special items not used by other bots.
More importantly, a randomized item system should really be built in from the ground up as a central element of the game, as in Borderlands, rather than tacked on.
Cogmind makes up for lack of randomization with a very large set of carefully balanced hand-crafted items, and as you get further (and deeper into the branches) you'll see just how many options there are
. However, we're still going to get more items down the line, including even more unique items.
I prefer this approach over simple randomization, which honestly is more about just changing numbers than having truly interesting differences between items. The latter is achieved via additional abilities that cannot be randomized. So I'd rather put effort towards developing these abilities!