To adress power creep and also to make trial groups with much more diversity than 8 magblades/stamblades, I think it s worthy to be tested making trial and dungeon bosses to have red and blue cps. Also red cps to not be even distributed so bosses should be vulnerable to 1 maybe 2 or 3 types of damage. For example for a big trial like HOF with 5 bosses, each one of them to be vulnerable to fire first boss, magic second, poison third, physical forth and so on. That togheder with cp increases for bosses will make player increased cp every patch a mandatory requirment to provide same dps but not more and more every patch.
Also I propose green cp to be frozen as Morrowind initial idea to make sustain harsh(which I agree with) is more and more lost with every green cp increase. Not to say befoul perl should dissapear imo or be adjusted to scale as Blessed perk scales as befoul being in green tree will allow players to have damage and healing reduction but this is another topic.
Making bosses vulnerable to specific damage types would make raid leaders to consider having a mag dk for example (best fire damage in the game) or a mag sorc (best lightning damage in game) and will not mess with pvp at all as players can have their red and blue cps distributed as they so wish.