So, the current armor system has been heavily criticized on these forums. Many of these complaints have been in regards to how much it incentivizes partyconfigurations that focus on either physical or magical (especially physical, since physical resistance is quite rare) or how it makes combat a bit dull since CC is always an expected binary "yes" or "no" (excluding the lucky crits that might change the outcome).
In the game, there is a necro spell called deathwish that gives a damage boost in reverse proportion to how much HP you have lost - if you have 75% hp, it's a 25% damage boost, and at 25% hp it's a 75% damage boost etc.
Perhaps a similar approach could be used for the armor system. Bring someone down to 75% armor, there's a 25% chance of your CC to apply. If this causes CC to be too strong, balance it accordingly.
+ Makes combat less predetermined
+ Makes hybrid builds more viable
+ Makes teams that divide their damage source more viable
+ Doesn't completely void to appeal to stack armor - still more difficult to bring a 6k armor enemy to 50% then a 3k one.
- Less intuitive, would need explaining and tooltips
- Requires CC rebalancing (probably)
- Others?