I suppose the real problem is that Bodybuilding/Willpower are direct counters to 'messiness', 9 times out of 10. Once you realize that and start pumping them up, the game tends to become less challenging. If you don't pump them up, though, the game is simply frustrating.
Even if an enemy teleports one of my characters, I usually don't care. It's a fair chunk of damage, but it's not like I can't feather fall them right back with either of my 2 mages. Or turn invisible, or cast Become Air, or put an elemental shield on them.
Yeah, i think many status effects (stun, knockdown, freeze and petrify) are too strong, because the target is helpless for several turns. Status effects, that make the target helpless, should have a duration of 1 turn and the other status effects should have a duration of 2 turns. Bodybuilding and Willpower should be removed and a target should have a chance of (elemental resistance / 2) % to negate a status effect.
The elemental shields are too strong, too, because the additional vitality points make the target very resistant against all kinds of damage. The shields should reduce the resistance of the opposite element by 50% and they should have a cooldown of 10 turns.
Status effect work both way. Since the party has most of the time the initiative with leadership, you have the opportunity to disable the monsters before they do.
If there is too many enemy to disable, there is still the option to deny them the opportunity to disable you by blocking line of sight (smokescreen, icewall) or by drawing agro on a third party via summoning/charming.
For most status effect, there is a counter: purifying fire, helping hand, cleansing water, first aid, doctor, haste etc.
In my playthrough, when I had the initiative, it was very rare when the enemy could retaliate, let alone disable several party member.