Your NA ranged seem not to do their job properly...
Yup, most of NA's ranged heroes are xbows and some throwers. There are only like 3-4 great archers compared to 10+ great arb users. The random NA archers aren't that great. That's why my view is skewed towards light armor, since an arb or jarid is gonna hurt no matter what armour you wear.
Honestly I preferred the way stabs worked before the turn rate nerf. Back then there seemed to be no early or late stabbing. You could spin your stab around but it would always hit at the same point in the animation. Back then I was able to chamber stabs purely through timing. I saw the attack release and knew how long it took for the hit to come. Which was necessary because you can't really rely on the visual cue when people can start stabs with their weapon inside your body. Nowadays the stab hit can come extremely early or extremely late, which prevents you from being able to rely on timing, while you still can't rely on the visual cue. This makes wiggled stabs near impossible to chamber. Whenever one of my stabs get chambered, I wiggle the next one and even though people usually retry the chamber, they rarely succeed.
I'm still confused on what values were actually changed then. You used to be able to consistently chamber by timing an attack X milliseconds after they release the stab for all stab types. Only "problem" back then was the late hitbox on stabs/overheads (which would have naturally fixed turning). Now, you have to start your overhead before your opponent releases the stab to chamber a stab, while the timings for the other 3 directions are the same.
The most consistent counter to stabs for me is to use a fast weapon and punish the stab stun, although I have to be careful if it simply misses instead of getting blocked. Late stabs make it difficult to attack when an opponent misses, since you can get nicked by the very end when trying to attack, and there is barely any lag after missing a stab compared to getting it blocked. I suppose you can anticipate a miss with a held swing already prepared and quickly move in, but that's an unnecessary risk compared to the stab block stun.
I think 2h stab is the easiest to counter right now since the stun is long, you can force a stunned stab more easily since they can't turn as well, and there's less risk to getting hit by an extremely late stab as long as you're not running at high speed into it.