Adding saving throws doesn't really fix anything, it just adds more rng. The game just gets to throw up its hands and decide you wasted a turn because you had bad luck. Part of the appeal of the magic and physical armor system is that it minimizes randomness.
It's not appeal when it actively makes the game less fun.
Risk management is what makes RPG's exciting, precisely because "It's XCOM, Baby!" can happen.
Without the spice of uncertainty, what you're left with is the bland grind of wearing down the relevant resistance until the remainder of the fight becomes a stun-lock breeze.
All that the current armor system achieves is cut away the fun of inflicting status effects, because by the time the enemy becomes vulnerable to them they can either be stunned to death, or killed outright.
It'd be better to have scarcely available hard-disables(lock them behind source points), than to gate them behind a system that invalidates every other effect at the same time.
Not to mention the myriad of improvement suggestions that were made, one of which I'm particularly proud of:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=593592&page=1#topBarring that, my point isn't that the player is weak, but rather that what they are allowed to do is complex but lacking in depth.
With the way attribute distribution and ability points are set up, there is basically jack shit actually fun things you can do, part of it likely due to the currently WIP nature of the skills available, but more broadly because the system that was meant to reward interesting synergies, instead punishes you for not taking the most obvious ones.
Then there's the fact that balance is all over the place and there's no real sense of progression or even a cohesive direction to the skills you can learn, etc.