I'm correcting you. 0.7 is not only when you execute a bad stab, it's just always. You've got some crazy placebo shit, yo.
Hell no, you sometimes get stunned after doing a stab which makes you unable to block the opponents attack. If that would always happen nobody would even dare to touch the thrust. As a longspearman, I can say this to be true 100%, which makes me wonder why I wasn't sure when I wrote the last post. I can block 1h leftswings after a stab no problem, unless I get the long stun by hitting an object or whatever else causes it.
Maybe it is 0.7 everytime, which is in that case long enough to block even the fastest weapons. Which would mean that there is a second stun of longer duration. Or the normal stun is 0.3-0.4 ish and the longer one is 0.7, which is in that case long enough for someone to finish an attack. Either way, there is two stuns with different durations.
As for the rest of your post complaining about 2h balance, okay. That doesn't have to deal with what is in question. You're upset about the 2h stab animation being OP, and it is. It has incredible reach and the points you made earlier. I present you with this: that is a separate issue that should be solved in a different thread.
Of course it is related. The OP states the removal of a negative effect for one class only, which implies that that class is weaker than the other. So whether the class deserves to be put ahead of the others is definitely part of the discussion. We are not even talking about a removal of stun effects accross the board.
About rephrasing my statement:
The thrust stun is such a noticable thing, because it is long enough to not be able to block the next attack of your opponent in a 1 vs 1. Whether you change it to 0.3 or 0.5 wouldn't matter that much, because you are then always able to always block after your thrust gets blocked. Greatly reducing the risk of using a thrust and making thrust stun pretty much a non issue completely.