If I design the system from the ground up:
All skills start cool down at the begining of battle, so no first turn CC.
Characters have a "CC tolerance" percentage bar, each turn under hard CC, it increases depend on how strong the CC is, charm should be more than silence for example. Once the value is over 100%, it loses 100%, not return to 0% if there is overflow, and the character get immunity to all hard CC for two turns. Soft CC do not interact with it.