You assumed I mean bosses be affected by CC, but I thought of mobs. The problem of your thinking is that you can't imagine boss fights with adds/mobs I guess, at least not those that are not totally immune to all sort of CC?! It was more often the case in the past that you had to silence certain adds or stun them, or even just slow them to kite them in a proper position, while being out of range of them. These mechanics have become increasingly rare I think. Some reason is that they are enforcing trusts on most of the more casual content, so every dungeon has to be clearable with NPC bots - so by design - the fights are constrained and limited in how they can be made interesting.
Regarding different combo ends I said - "I think it could be more creative than that though." - and later I said "I don't think having a different combo end is particularly entertaining, it was also more a negative example." - I don't think this is contradicting? Then I made examples of different combo variations and including dots, which often had a bit more meaning to it than just different potencies. In my eyes, those were more interesting at least.
I think once again you limit your creativity by how SE implemented these effects in the past. When I talk of poison, I am not talking about buying a poison pot that used to work at lvl50, which did 15dmg per tick or something, which clipped your rotation and was just awful to use. Jobs could have poison stacking mechanics, where your dots get more powerful the longer you apply the dot up to a threshold, potentially spreading them on other targets like summoner did in the past. Or limiting self heals from bosses by having it applied at the right moment. Eh, there are many ways to create more meaning and impact to skills than raw damage numbers.
20% executes were at least a variation of the norm, and you could press a button more when a condition was met. They would have been useful for situation with adds where you need to kill some immediately at a certain time, to create a temporary damage spike. They were usually on a larger cooldown.
Again with resistances, you think of how they implemented it before. And I think you care too much about damage balancing - it is not as relevant as many think for most raiders. Most raiders are not performing anywhere near of what is possible.
I think in the beginning of ARR raids, people often were in tank stances when tanking - only later and at lvl 60 especially people started stance switching a lot. And now aggro management is almost completely trivial. Why? We still had aggro reset mechanics in Neo Exdeath I think. Healer healing Almagest damage and overhealing leading too them potentially being high in the threat ranking. It is just another abandoned concept of RPG games that has been thrown out and deemed undesirable.
Well, at level 50 Rage of Halone was always used. You also had Shield Swipe as an extra offglobal for blocks. I think most good DRKs only used Delirium before raidwides or hard magical tankbusters, they didn't keep it 100% uptime as it did less damage than the normal combo. You say unbalanced again...why is it unbalanced to you? Because all tanks do not have the same rotation and the same effects on the boss? Isn't that exactly what the players are criticizing?
Yes traits are a way, but they probably don't want to balance for every 10 levels how the damage output should be. Maybe it would be easier to adjust monster stats in a certain level range, than each skill individually. I think damage taken should probably increase by 50-100% in very old dungeons/raids.
Whatever, they are doubling down on trusts. It just means we never get another dungeon with e.g. snowcloak 2nd boss with the growing snowball mechanic - these type of fun unique mechanics are all removed, so NPC can clear the content. It is the same with potential skills that could be fun.