Yeah, for point 1 above that’s the assumption that I made and that’s how I expect it to work, so that’s all good.
For point 2, it was intentional to get them to focus on the tank, which is what I’d expect from using the wings ability to ‘teleport’ so far from the main group that the AI can only cause any damage to your tank, so it prioritises it. That’s all fair, from my perspective. If the AI gets in closer to your group, I’d expect it to ignore the tank and go for weaker targets – it also seems to have this covered.
I do believe there’s a major problem with CC, however, and that permanent stun is just one small part of it. You say you can use teleport or magic shell to remove the stun, but that forces you into a very narrow style of play. It means you have to have these abilities to deal with the problem, and you should never need to have a specific skillset. It also assumes your non-stunned character will even have these skills to begin with. I’ve been in battles where a random stun pool formed, and just locked down 3 characters for the whole match.
That’s a major issue, IMO. There’s no creative solution to the stun. It’s just – you must have these skills to undo it, or you’re toast. The game’s strength is in how it encourages creativity. I’m not a strong believer in rule-following to fix things (even if it's my job, or perhaps because it's my job). The less formulas, the better. So there should be an imaginative, unique way out of all of the game's problems that’s ideally scenario specific and can’t be easily recycled. So far, I find that most of the game allows for a richly inventive experience – but that there’s nothing inventive about being CC’d or having to have a specific formula to undo it.
Just my opinion, of course. I’m not saying ‘this is how it should be done’. I’m saying, if I could make my own game from it, there’d be no CC at all.