The strategy is still to chain CC everything though, now its just preceded by armor breaking. Where im standing it just limits party composition more because it makes it easier to focus on either a hardcore mage nuking party or a physical one. If you have a single physical character and 3 mages, they better be able to solo kill things. Likewise if you brought along a support mage in a 3 physical party, you may as well not even bother attacking with its wand, you arent stripping anythings MA with support spells. Equip a bow or something.
^ This. The fights proceed like this:
Focus enemy > Break armour type > CC target > kill target > change target and repeat.
If your physical character targets a specific enemy, there's no point in using a magic character, because the magic user gets no benefit from breaking the physical armour and vise versa.
The DOS1 stats worked okay because CCs could last X number of turns but you had a chance to roll out of them, and a warrior class was obviously going to have higher body-building and therefore be harder to charge etc... A team that can use CC effectively SHOULD be strong, so I like the idea of making it harder to use CC effectively, but I don't think the current system is a very good way of doing that.