Here is a thought, just going to throw this out there to see what people thing.
Get rid of the separation of weapon critical and spell critical. Make it just critical. That way any set bonus can be used for both instead of one or the other. For the character screen, instead of having two separate critical rates, one of those should be changed to show the magnitude. IE, let us see how much more our critical strikes actually hit for, see the weapon bonus, see any passive bonuses, see the mundus stone bonus, etc. Also if you combined the weapon/spell critical, it would take away any confusion on any abilities that say they increase critical but do not specify which they increase.
It would help the non magicka skills quite a bit if they could critical stack the same way magicka builds can. It is very easy for most classes to get 50% spell critical (in large part to the mage light morph) but getting anywhere close to that in weapon critical is nearly impossible (21% with 7 pieces of medium armor, if you happen to be a Night Blade with nothing but assassination abilities on your bar, another 18%, is the only way you can get there, any other class not possible). If people think that it makes sense that mage light increases spell critical and not weapon critical...we are talking about a world full of magic, why could it not magically assist you with your weapon swings?
The other thing that I think could help would be lowering the effectiveness of armor, but raising the overcharge cap. That way to a lesser extent medium, but to a greater extent light armor would take more damage from physical, stamina based attacks, while heavy armor would be able to make better use of their armor prior to being overcharged and retain roughly the same protection they currently have. If people are thinking that would kill survival in VR zones for light armored characters, personally, I think the base attacks from VR mobs is too high anyways. I am fine with giving them tons of extra health so they take longer to kill, I am fine with their special attacks (that can be avoided with a bash/block/dodge) hitting like a truck. Make people have to think about bashing, blocking and dodging, make them try and learn to be more skillful. That makes sense for VR zones. Getting hit for 25% of your health on a regular swing is insane. The basic attacks of VR mobs needs to be toned down. Even if you have to buff their health and special attacks by 25%, their damage needs to be cut by at least 25% so people can live long enough to learn the tactics to survive.
As odd as this may sound...as far as the rock paper scissors of this game for PvP, it should be that Heavy Armor tanks beat Medium Armor stamina builds, Medium Armor stamina builds beat Light Armor magicka builds, and Light Armor magicka builds beat Heavy Armor tanks. That is just my way of looking at it.
EDIT: Looking at the armor skill passives. They need to remove the increase % critical chance per piece of medium armor in the medium tree and replace it with either a increase % critical magnitude or ignore armor.
Edited by Lyall84 on June 15, 2014 9:23PM