It occurs to me that the benefit of Magicka and Stamina is often higher than Health, because the only real benefit of health is avoiding getting one-shot, whereas health and magicka actually represent utility and even survivability in the form of blocking, dodge rolling, shielding, etc. This is why you come across some sorcerers who are extremely tanky and yet hit like a ton of bricks. It occurs to me that this game is slowly making life more and more annoying for a purist Tank build. I suggest a balance in the right direction would be to do for Health what they've done to Magicka and Stamina. Higher magicka means higher scaled spell damage. Higher Stamina means higher scaled weapon damage. I believe that damage mitigation abilities should scale based off of health. This would mean spells/techniques that boost armor, spell resistance, and shielding. The damage component can remain the same on some of these, such that spike armor would boost armor higher on a higher health character, but the reflected damage would be lower. What this would mean is greater options for players. Additionally, I think that a higher health attribute should also potentially mitigate some of the cost of blocking, as it is the 'tank' stat. While Stamina is the resource that is sapped while blocking and bashing, I do believe that how good you are at using the skill ought to be in some way derived off of Health. At any regard, I hope this is something that the developers give some thought to.
On another note, I definitely think they ought to reconsider how Sun Shield functions. Sun Shield in the early phase of the game was a very high dps shield, and therefore only lasted 6 seconds. People were wiping people out in Cyrodiil with this ability so the solution was to nerf the damage. The problem is that now they're doublenerfing the skill based on a generalized approach to Shields in Cyrodiil yet again. At this phase in the game I'm not even sure the ability will be worth putting on your bar in 1.7. I have a suggestion that perhaps they should simply rethink this ability. Sun Shield could reflect damage to scale in line with the output of Boundless Lightning or Spike Armor. I realize these two are armor-based spells but their reflect functions both represent the secondary effect of their power. Sun Shield operates much the same way, so I see no reason why they could not simply do a low level melee range 'pulse damage' or 'melee reflect' on Sun Shield. Additionally, they could stand to push the duration up to be in line with similar abilities from the other classes.
US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
<And plenty more>