Crit Rate and Crit Damage/Crit Healing are very effective stats in other modern games and have a stronger balance because they are connected to one another. The power of crit is split between two stats.

I’d also take it a step further and have them be represented with flat % values instead of abstract numerical values. Like gear maybe offers an additional 3% or 5% crit rate (depending on if it’s there higher or lower stat on that particular gear piece), and maybe you add 8% or 13% crit damage/crit healing with gear. That value may stay the same between item levels, which makes the stat growth more controlled—i levels power creep content less because it’s just your strength/dex/int/mind that you’re building with ilevel gear. You could could do something similar with determination, attack speed, and the like as well.