If I recall correctly, there are enough damage boosting items (either class specific or universal) for every class that each class can get up to 4 or 5 "damage accessories" already. Making more won't increase the severity of this problem due to the hard cap of 5 accessories.
Time to do some investigating.
Melee
+49% Damage, +18% Crits, +12% Speed. [1.49 * 1.18 * 1.12 = +
97% net worth of bonuses.]
Ranged
+47% Damage, +28% Crits. [1.47 * 1.28 =
+88% net worth of bonuses.]
Magic
+52% Damage, +18% Crits. [1.52 * 1.18 =
79% net worth of all bonuses.]
Evidently, there is a linear pattern here. Given the four "constant" damage modifying accessories plus one specialized class accessory for each of the three classes, Magic, Ranged, and Melee all appear to have a 9% difference in net bonus worth from each other, which is rather fascinating, if you ask me.
If we substitute the Eye of the Golem for a Fire Gauntlet in the Melee setup:
Melee II
+58% Damage, +8% Crits, +21% Speed. [1.58 * 1.08 * 1.21 = +
106% net worth of bonuses.]
If we substitute the Eye of the Golem with the proposed Ranger's Eye (which would provide +12% Damage and +8% Crits based on the progression of involved accessories) in the Ranger setup, we get a more substantial jump in the power of the combination:
Ranged II
?
?
+59% Damage, +26% Crits. [1.59 * 1.26 = +
100% net worth of bonuses.]
My conclusion is that we would either need a new Magic accessory as well (so that it also gets a second specialized accessory, and preferably increases the net bonus to +94%) or just leave out the Ranger's Eye entirely.