Firstly, physical skills are still too strong. Yes, they've nerfed rogue but honestly physical skills are simply too strong throughout the game. Most of the skills require only 2 ap versus 3 for some of the stronger skills of magic.

Elemental Affinity is one way to counter this but honestly that comes with its own weaknesses eg. ap spent to set up the environment/damage. Plus, you need to actually spend a talent point on it.

Second, resistance...while there are certain cases where the enemies have -% resistance, those are far and in between. Most of the time, the "weaker resistance" is still a positive. Not to mention physical = magical armor in terms of effects.

I suggest removing the resistance for magical armor so that mages can actually the debuff the character easier.

Third, physical skills essentially do the same thing as magical skills but do it way better. CC, aoe, etc. Even anti-healing relies on physical armor. Not to mention, magical skills require you to spend your skill points in a wider variety of schools. eg. aero/hydro for cc and pyro for dps.

If you look at physical skills, you merely need to focus on one skill eg. Warfare to get CC/aoe/mobility all in one. PLUS, all the physical skills buff each other! Warfare benefits scoundrels and vice versa. Compare that to pyro which only boosts itself. It's so much easier to stack damage on physical skills without losing any utility.

Fourth, physical skill bonuses are simply too strong, as mentioned above, everything works together for physical skills. One of the biggest offender is two handed. It actually boosts your crit damage and two-hand damage all in one skill...seriously who thought this was a good idea.

An example of the disparity: it takes 3 source points and 5 ap to cast a meteor storm. I get roughly that much damage by stacking 90% crit chance and 275% crit damage and simply using whirlwind. My overpower does 13k crits at lvl 18.

As for the so called environmental bonuses, they are lackluster in tactician where some of the bosses have like 30k hp.

Let's not forget that magic requires a freaking talent point to crit! This requirement needs to be removed and some form of crit damage bonus added to stats like memory or one of the magical schools.

As for the advantage of range...just blitz attack them and whirlwind. Range doesn't matter when everything dies in one hit. My normal hit actually does more damage than my laser at 90 int...