It's the core problem with the armor system. There is now less randomness, but on the other hand it turned into a pure grindfest in armorpeeling.
There are games with no randomness but that are tactical. The issue is that the game doesn't really shift in the situation.
In DOS1 for example an enemy not falling for your CC, being immune to it, or being able to move over your obstacles required you to approach things in a relatively different way, and the skills weren't so similar that you could just use a different attack. It is also telling that SOME enemies remained continuous threats within battle.
In DOS2 things are relatively straight forward and if you are in danger it is typically because you messed up. Enemies have little-no ability to cause upsets or shift the gameplay. The best example of this are the Gators: They have oil and they have a teleport, but they do it early and you will kill them before then. If they do recharge, well they had it the entire time and your counters are recharged.
(Also telling that in spite there being magic and physical armor... ONLY magic gets resistances, immunities, and drains... AND had its cooldowns increased. What a coincidence two of the best magic types are physical)
I am not surprised that Tactition mode is both too hard and too easy for some people. If you know the strategy (yes there is a non-exploit strategy) then... well... you just removed the only trick the game had.
The armors just sort of ended up weird. Honestly at this point I am thinking hybrid system might have been the better way to do it. Have the armors to prevent "First turn CC I win!", but don't remove the CC chances.
Or you know... don't split the armor types and simply have defense AND armor.