As to the debuff resistance, I agree wholeheartedly. At minimum give regen 60% recharge slow resistance out of the box. If you are trying to make an armor set that relies on click powers, with so little means to avoid getting hit, that needs to be a part of the package.
But "active mitigation" does not work, because of the animation traps. IIRC when Energy Melee was ruined by Paragon Studios, they specifically built the nerf into animation times because there was no way to build around that other than stripping and rerolling the character. That's what happened to my Fire/EM tanker, rolled in i3 mostly because those powers looked good together in the days before customization. As I have been saying consistently, the most frustrating thing is pressing your trouble buttons and having them do nothing because you have to wait for some attack animation to finish playing and the heal's animation to play after it to get any benefit from them. By that time it's usually too late. They need to be effective immediately and not wait on attack animations to take effect. Either that, or the baseline regeneration needs to be substantially higher to give them time they don't now have.
I finished out my Brute sets which got the character's S/L resistance above 50, which should help a little. But it probably isn't going much higher than that, and I've already spent an unconscionable sum on a broken character as a test case.