I'll throw in my 2 cents, though i have little true mechanical knowledge of the game as I am a filthy casual.
Which feels to me like exactly who the changes are "supposedly" harming?
Regardless, I'd actually feel more inclined to support a clearer distinction between Tanker, Brute, and Scrapper. As a Casual, they don't feel very different aside from stat distribution, which limits them. In fact, as a "Casual", I feel more inclined to Brutes as a "Im a tank that can do damage!" thing. I think it would make more sense to lean into all of that, emphasize lower overall damage on tankers, more AOE capacity, while brutes have higher single target damage and aggro holding. And scrappers need something like Stalkers: some altered powers that make it clearer that they cant rely on tanking, sacrificing some defenses for more offense. I'd suggest bonuses related to overall anti-control. maybe attach an effect to Critical Hit to match Blaster's Defiance defensive aspect (blasters can always use their early powers even while mezzed) and make them take only half effectiveness from movement control? (Clarification: this means snare potency on the scrapper is halved, and stuns and immobilizes act like snares instead. Stuns still prevent scrappers from attacking unlike blasters, but its impossible to stop a scrapper from moving into attack position.) Brutes should have higher recovery/regen rates overall, to fit their "keep fighting" mechanics and style, while tankers should have overall higher capacities. Brutes should be more responsive to healing, Tankers should be more responsive to enhancement ie buffs.
Again, just my Filthy Casual 2 cents.
Addendum, as I realize some might misinterpret: The "Half Potency" idea effects the actual strength of the movement reduction on the scrapper after it is applied. Actual mez stacking/strength/magnitude is unaffected in any way, only the final result is halved.