Not so sure about any of the ideas in the OP, but it's clear to me that hard CC currently basically breaks the game and is almost impossible to balance. More randomness could return if hard CC was mostly eliminated.

Knockdown should take 1 or 2 AP to stand up from, but while knocked down you take extra physical damage and a lot of damage if you fall into surfaces.

Stun could probably just be as simple as -1 AP recovery and reduces your hit chance or something. Even -1 AP is a big limit to your actions. Perhaps it also makes you unable to gain additional AP recovery (from haste or adrenaline for example) until the stun is removed.

Charm could make the target only spend up to 2 AP attacking a friendly target (or otherwise wasting that AP moving in position to attack them.) This would make it much more dynamic -- do you spend your remaining AP to move out of position to avoid attacking your ally on the next turn? Use your more powerful abilities on enemies to avoid casting them on your allies?

Other than that, the other softer cc in the game is manageable. Blind is an example of good CC that changes your strategy rather than negating your capacity to do anything at all.

Perseverance probably just needs to activate from more statuses. Am I correct that it returns 5% armor per point after being hard cc'd? If so, it's main problem is it just doesn't have much effect until you have 5+ points in it (compared to something like pain reflection, necromancy or even leadership). 10% armor recovery per point maybe is too much (or is it already that much?), meaning you'd recover all your armor with 10 points in perseverance. Seems damn strong on a tank. Could even stun your tank yourself and then magic shell them for essentially a full heal.