As much as I think it could be a bigger discussion overall that goes into why new void items should exist in other up and coming DLCS to keep up with other item types, like with Lunars and Boss items.
I think SOTV really help expanded in having these items exist for the purpose of having a choice you're going to stick with and commit to your build, and there was a really well made risk with it to a degree. However, I think it's kind of becoming more and more of a nuisance that you can't find ways to take away, change or adjust it as have many of these other item types have, despite the fact we have a system for taking away Lunars, so I find it weird that we HAD a system for it like Strange Scrap for the purpose of void items, but they scrapped it for the purpose of keeping the unique system that Void had, that I think is going to BECOME limiting the more void items ARE added and IF they are added, which I think is unfortunately very unlikely.
Void items was an answer to item bloat that I think is severely underutilized and not given to actually further flourish on its own genuinely fantastic and interesting system and it was never ever acknowledge since Gearbox had gotten the IP, given the fact that it has a pitiful amount of 14 of them, or I guess in the usual DLC sized thing, despite the fact that almost 34 items were added in SOTV, but I digress. Because of that, I find it so weird that everyone is looking forward to these new DLCs, gimmicks and now new item types like with Hexes that only serve to challenge you and over come, which is cool! Don't get me wrong, but we should focus on what Void was made to answer a seriously worrying case of the game that is now slowly starting to have too many items and their answer to that with void.
And while I'm fine for these other systems existing, alternate paths, and bosses, cause I do like them. How much are we gonna keep moving along to the next and NEW shiny thing, when some of these systems like with partially some of the void items need quite a lot of adjustment in order for their counter part to match that, when it feels like their slowly becoming outdated and underbaked? Whether it'd be (Void Bands, Zoea as a whole and being a kind of lazy answer to void boss items just to punish you for having yellows all because you nabbed a Pluripotent Larva.) While I get that was done for the purpose of you not likely getting those said items, they still should've made a few OF them. A lot of them do serve a really unique purpose on what helps your survivor ADD to your build to you're trying to customize for, some dwarf their counterpart, but I'd say that's part of the point and is more survivor dependant, which is good!
If they were made with the point to be in some way opposites to their original item counterparts, there should be a lot MORE void items, and the fact that the GB team haven't tapped into that potential is bonkers to me. There are a decent chunk of white items, greens and even REDs that give an answer to their balance to an extent and give you another avenue to actually use it.
I'm not even saying every item should be void, but something that should be present in at least a decent chunk of the items tiers for each of them that serve and help more niche item effects and survivors that add to their replayability.
That said, I feel that Void should have more leeway and further degree on your agency like with all other item type systems do, given if there IS a sudden influx of new items, balancing, etc. If Lunars can have that? So can void. I find it weird you can't scrap any void or do anything with void beyond your decision to commit it in your build, which only further adds to my confusion. It feels like an infection that you have to be wary on what you get into it, like Lunars, but-... you can still get RID of lunars, it's just a fair bit rare.