Is this for combat revamp or the pre-combat "correspondant issues"? If it is for combat revamp then some may be obsolete like speed since that will probably be changed completly.
I think the order should be 5, 2, 3, 4, 1 (people to tend to prioritize which is mentioned first).
I think the lack being able to stick states on high level targets (including PvP) is one of the worst problems.
I am not sure that I agree that stun is not that valuable. Most good pvp:er I have talked to think that stun is one of most important things to do, especilaly against defense stackers. But a bit better effects would not hurt. I also think that stun should really slow down the attack rate (which it does not do AFAIK). Let it increase reload speed 50% or so. So if the eneymy first at 1.0 speed it should be 1.5 seconds.
Stun is pretty efficient. I think it make a big difference. Not so sure about blind though.
Also rifleman have both stun and dizzy which are the 2 most useful state effects besides intimidate and KD so Carbineer will still have no advantage over rifleman and just be lower damage version (however we do have KD).
I think devs should add skill modifiers for state effects (like for Warcry/intimidate). This could be different for different professions. So even if both Rifleman and Carbineer have stun maybe the stun modifer should be higher for carbineer= higher probability to make it stick.
Also different speciasl should maybe have different modifiers (they might have already), Wildshot should have a higher modifier than FAS2 for example (in some ways it has since WS onöy do stun while FAS can also do stun/dizzy/blind)
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For the full combat revamp there are some poitns I think are important:
General rule - Everything should matter. HAM cost should be a factor to think about, speed on weapon shoudl always be important. In short everything that devs has put into game but had become unimportant should be made important.
1) No hard caps on speed. Don't cap for example rifleman at 3 sec for example. Instead make weapon speed always count. If you have a hard cap there will come a point where it no longer matters as long as you hit the cap. We should always had to make the choice speed or damage
2) Stick to the original rule Pistols - fast / low damage, Rifles -slow but high damage and Carbineers in the middle. Not as it is today Rifleman being the fastest (well as fast as any speed capped profession but it is easy to cap rifles) and the highest damage.
3) If damage output is lowered also revamp Creatures/NPC. Let them be dangerous but no 80% AR3 500k HAM monsters.
4) Rebalance armor - no 90% resists
5) Rebalance buffs - ham cost and encumbrance should matter.
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Bermag [SiyBer Arms]
ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
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