1) The suggestions from ShyCryptid sound good, DONT REPLACE THE SHIELD SKILL THOUGH, it is pretty much the only reason tanks can actually be tanky atm, it gives a lot of survivability, especially due to how CC works. It would be much better to add new skills to the game that aid in defending allies instead, like ShyCryptid said in point 4, some soft CCs, maybe somthing like pain link, but makes you take damage instead of an ally.
2) I mostly agree with ShyCryptid here, although I should add that its important not to weaken it too much, too many games make CC so ineffective that its just a waste of time to CC instead of damage, I like that CC is effective as an alternative to direct damage.
3) again, mostly agree with ShyCryptid, I don't think its too bad, as we do have a number of tools that help with it. I do think itd be good to add some more tools though. Such as physical character skills that convert a % of the damage of a hit into an element, like a 'fire strike' melee skill for example, that bathes your weapon in fire for one round.
Equally they could add more spells with a physical damage component (say 50/50 element/physical), this would make a lot of sense for ice and earth spells in particular. Maybe keep fire and lightning as pure energy, but allow earth and ice (along with necro and summoning) as dipping options for getting some phys damage on your caster.
4) honestly I completely dissagree with positioning meaning little, it means huge amounts in this game imo.
Having said that though, I wouldnt have any problems with any of these suggestions made by ShyCryptid, they would improve the game certainly. I also agree not to have the shared cooldowns on movement abilities, having the option to make your character highly mobile adds more dept, adding in soft counters (along with the hard counter of blind and other hard CC's) is a much better idea.