First of all, I am not trying to push this down anyone throat, so feel free to disagree, with arguments.
Now, I am a bit tired of nerfs and buffs only because every weapon can be used with every armor. Most of the issues are with melee weapons and range players hate them for a reason.
Melee weapons, as in every game, were created under the idea that they will struggle against range builds. And it’s true for medium and especially heavy armor.
This is why melee weapons have gap closing abilities abd cc. However, a melee weapon paired with light armor has 30% extra dmg, mobility, gap closing and cc.
What I suggest:
Light armor: keep it as it is, but add a 30% reduced stun duration on abilities.
Medium armor: remove the option to combine armor types. A 2k medium armor rating with shirking fortification makes heavy irrelevant. Give it 30% stamina regen instead.
Heavy armor: Reduce heavy armor damage by an additional 5-10% BUT, STUNS CAN NO LONGER BE BROKEN ON HIT WHILE USING HEAVY ARMOR.
Shockweave needs to be nerfed for this to work: can only hit 3 targets at most now.
What are the results: Leaping strike and shield bash no longer need to be nerfed. Since light armor builds using ss will usually stun you for 1-2 seconds at most, using freedom you can almost negate every light armor stun.
Cc diminishing returns should only work in group fights if you are stunned by multiple people at once, while freedom should only work on cc coming from the same player.
Each armor type will have a roll to play.
Lazarus mutation is controversial because people got used with asking players to bring a hammer over every other weapon. This is because everyone can spam shockweave for an easy run.
With the nerf to shockweave and diminishing returns applying to mobs as well, other weapons could be used in this dungeons without being less effective