I don’t think it’s the exclusivity of the gear, solely, that causes the players in the competitive scene to feel the way they do. It’s the types of passives that can be given as well. Personally, I don’t believe that invulnerability has any place in Competitive play, nor should it in a Competitive queue. If a player is going to die, they should die.
The other generally disliked type of gear are pieces with added CC effects: Mini-Singularity Launcher and Boots of the Brute. The idea is that CC shouldn’t be added to a kit that doesn’t already have it, or more to a kit that already does. On top of that, the benefit that these pieces give is substantially better than almost every other Legendary piece of gear.
If Legendaries are to be implemented into Competitive play, then Gearbox is going to need to take a step away from the set 1800 shard price from Legendary pieces if they insist on having passive effects, and instead have the costs vary based on impact they have on the game.
Some pieces have very little use, and are hardly better than Epic pieces, worth less than 1800, while others should cost considerably more than 1800 for the effects that they give. The CC and Invulnerability pieces are two types as an example. But there are still more that are worth more than the 1800 shards, based on the character they may be used with.
Another example would be The Borrowed Timer on a Kelvin. He already has a very large health pool, so for the effect to trigger at 10%, he may still have 500 health, at which point he can use Sublimate to escape death every time the internal cooldown is up. 1800 shards for the ability to (almost) always be able to escape is pretty cheap.
That is why competitive players are in favor of having pieces that simply add another, third stat bonus, rather than a potentially over powered tertiary effect. If all the pieces did this than they would be balanced for the cost of 1800.