CC system is actually good. Players should understand you cannot use CC like idiots if you want it to be effective.
I play mostly in pug or with few friends here and there (same in AoR) so I have some experience with players wasting CC a lot. Like chasing fleeing enemies, I use landmine and 1 sec later stagger is off cuz some tanks and mdps just release 2 enemies thanks to spamming core ranged "attack" (that Throw Blade etc.)
Same as some engis and maguses throw aoe dots on everyone and then use aoe stagger. Why? Same as BO/SM aoe punt etc.
CC is a tool to help you kite, flee and to kill your enemies. Its not meant to be used every time its not on cooldown. I think for this reason it has so high immunity timer. When done properly it can have massive impact on outcome of battle. Be it root/stagger routed enemies, pull and/or aoe kd with focused aoe/morale bomb, knockback tank, stagger healers, kd and focus dps etc. etc.
Sure it doesnt matter than much in large scale but again its only because of coordination. Its easy to coordinate 6 man. Its harder to coordinate proper CC in wb+ (and usually some soloers+other small grps around). No matter if you would have voice com or not. More players means harder to coordinate (and they do not even have to be pugs).
For this reason CC might sound to some1 as "bad" and immunity timers as too long.
Oh and about RD , CW etc. from renown trainer... yea I agree thats kinda "game breaking". On the other hand I was usually running with these on live every time I was in smallscale or solo. On some toons no matter the situation. And I think most of my rpds and healers were running with improved flee from t2 on
