The issue I have with the armor system and status effects is that they're all or nothing. The game of "wear the enemy's armor down until you can stun them" plays out the same way over and over again and it's boring. It lacks nuance.
Some possibilities that I think would be more fun:
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Armor does not prevent status, but reduces the likelihood that they take effect. Everyone is always at risk of being stunned, but someone with lots of armor is safer than someone with no armor. Even with no armor, there is a chance to resist being stunned. Relevant attributes might also be checked.
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Armor does not prevent status, but mitigates the severity of the effect. Everyone gets stunned regardless of their armor, but someone with lots of armor loses 1 AP their next turn and someone with no armor loses their entire next two turns. Again, relevant attributes might be checked.
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Hard CC effects are replaced with effects that have more variety. I like Nagel's suggestions, linked below.
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Knowing a skill/spell (and each combat point in the relevant area) should increase your chance of dodging it. A seasoned fighter should be able to recognize when an opponent is about to Battering Ram them and have an opportunity to get out of the way (and maybe counterattack).