Nirgon has a better summary here:
https://www.project1999.com/forums/s...&postcount=224
(Thread 
https://www.project1999.com/forums/s...179215&page=23)
Remove from blue is a great idea so we don't see the classic experience raped by 60 people with rechargeable mallets on raids.
That said, I don't see why a few items that give blue an advantage should be different than red.
The recharge nerf on red was largely to do with:
Red wood wand - xping (we got a group bonus... should be a non issue now?)
Root net recharge - resists are largely fixed now, non issue imo
Conflag / kedge wand recharge - resists are largely fixed now, non issue imo
It was just very heavy handed to nail everything instead of just the problem items. I'm sure some additional conditional checks can be applied on red to check an itemid or whatever when applying recharge logic vs non recharge logic.
The trak tooth is unrelated. I agree with its charge being removed on pvp servers as this was a live change once players started abusing them/weren't using them for VP keys.
Remove recharging from both servers is the best option.
And this is the offical reason from nilbog:
https://www.project1999.com/forums/s...8&postcount=10
(Thread 
https://www.project1999.com/forums/s...d.php?t=179215)
There is no functionality that allows recharging on individual items. The system works as a whole, or does not at all.
Due to fervent complaints of recharging on the pvp server, it was wholly disabled.
One thing I'd like repeat that Nirgon pointed out:
Remove from blue is a great idea so we don't see the classic experience raped by 60 people with rechargeable mallets on raids.
And what do we have now? Seal team already requiring raid members farm clickies...
https://www.project1999.com/forums/s...ight=seal+team