The problem with Rage is that, basically, I was able to steamroll all of Fort Joy by CC'ing Magisters and cutting them to shreds with my Raged-up, Flesh Sacrifice-using elven Knight. You put an enemy in front of that guy and he'll kill it, and who cares about a few levels of difference right?

Another way to solve the issue of Rage is to increase the duration of Rage and transform it into an ability of diminishing returns. Turn 1, you get 75% crits and 75% dodge debuff, turn 2 it's just 50%, turn 3 it's 25% and then gone. With perhaps a side-effect of lowering dodging chance by 25% for one round after the Rage effect is over.