I think people are looking at this wrong. The bulk of the problem doesn't lay with the mechanic that prevents cc (saving throws/armor) but with the availability of cc.
Seriously, why does every aerothurge skill have to stun? And all the offensive hydrosophist skills need to freeze? Why do so many of the available warrior skills have a knockdown?
They need to make crowd control more expensive for the caster so they have to make an active decision to use it. If the abilities with cc had longer cooldowns, were not as common, didn't have other utility (like a gap closer, battering ram is kinda bs), or usually had a 3 ap cost instead of 1 or 2, then over half of this problem would be solved right away.
Anyway, I hate rng whenever it can realistically be expected to decide a match. If rng is in charge of crowd control in a game where you can often die in 3 turns or less, then too much is riding on it already, so no, I'd never want to go back to old saving throws.
Problem here is that you'll end up turning this into diablo 3 where types of damage don't matter and the only difference between an ice shard and lightning spell is the graphics.
Every skill is meant to feel powerful, unique, and multifaceted in order to make up for the memory stat limiting number of skills and to encourage people to not feel gimped when either building a class wide or tall.
Also, the armor system is inherently flawed.
Just look at the example above with the 5hp but your make cane do anything.
Armor should mitigate damage, not stop it completely. Just as it should mitigate CC, but not stop it completely. Further, the armor values across enemies should represent more specialization in armor type to encourage mixed PC parties.
Yeah, they could tone down the hard CC, but I can always just build a high memory class that takes the CC skills from every tree and be done with it; I'll still have plenty of options.