Main attributes would not be as focused on combat as they are currently with my suggestions, at least not to the extent they were before. It's also intended to work so that no attribute is ever useless for combat, like it is now. Tying them to civil skills/talents is not a bad thing as some already are to an extent, this would just play on that more.

What? Armor types being 25/50% effective and interchangable? I'm confused now, pretty sure that's not what I said.

Armour the way I described it is still split into two. It reduces damage taken by its associated type(physical for physical, magical for magical) by X%, and of the remaining damage, the armour absorbs 50%, the other 50% going to vitality. When one armour is completely gone, the remainder of the damage goes to the other armour type(but is not reduced). When someone's physical armour is at 80%(for example), they are now vulnerable to some debuffs, like Bleeding, but not to knocked down, which could at 33% or lower for example. The exact numbers of which would be displayed in the ability tooltip with the debuff. But yes, it IS more complex than it is now.

It does not solve chain CC as much as reduces it; it's harder to get through the armour completely, but it's also easier to deal damage to the enemies' health. Armour buffs are also more effective at protecting you from debuffs as a lot of the damage goes to vitality instead.