i don't understand if this situation, as i illustrate in the image below, is a bug or it is wanted just by the developers. to explain better i took this image of the nominal "sacrifice" body armor, i use it with a build that surely many people know and it would be the piece shown in the left part of the image, the only difference is that the secondary attribute of the right "sacrifice" is rolled to "headshot damage" instead of "critical chance" for the rest is identical. I tried out of curiosity and recalibrating the secondary attribute to make it identical to the one on the left with the hope of regaining the armor bonus of the qualification, as circled at rank 3, but it does not bring back that rank I got.
I would like to point out that I do not need two "sacrifice" but I would like to point out that the problem also shows itself on other equipment and weapons, such as for example, I use two Sokolov chests with different talents that for the builds where I use them come in handy, each of this piece has its own level that if it was unique I would have saved hours of play and maybe invested on creating and experimenting with different and full-powered builds all the time.
in conclusion, wouldn't it be more appropriate for the rank, with all its benefits, to be universal with upgraded equipment? kind of like what happens with the proficiency level.