I agree for the most part, except for turn rate. Turn rate was easily abused, specifically talking about great/long maul users would hit the ground, and then spin and it would count as a hit/crushthrough.
My main beef with crpg over the years is all the whining people did, and then devs would nerf a class or group of items. Then something else becomes "OP" (in the eyes of some), and they whine about something else, and that gets nerfed. It seemed to be a never ending nerf cycle, when the first response to 99% of the whining should have been "learn to play".
There's always been enough tools (teamwork, strategy, equipment, character stats) that you can overcome most obstacles, or avoid them in the first place. Sometimes you just get boned and you have to deal with it.
I wish you could revert back to some point in the nerf cycle of mechanics/item stats/character stats. Since playing around late 2010, I honestly can say nothing has ever seemed so overpowered it needed to be nerfed. Just because you die and think there's 100% nothing you could have done differently, doesn't mean it's true (or sometimes them's the breaks).