Some people want to play a melee toon that doesn't draw aggro and is not a rogue. Scrappers are for them.
For those that want taunt on their scrappers there are 6 secondaries with taunt auras. There's also a pool power aoe taunt and a partial uptime incarnate taunt aura.
Conversely, no Blast set had a power that keeps attacking while you're mezzed (Defiance notwithstanding) except for Electric, and now it's in the same boat everyone else has always been in.
All control sets, and also electrical blast in particular, have methods of preventing enemy action. Also, brake frees are a thing.You have the tools to prevent yourself from getting mezzed in the first place. Use them.
It also depends a little bit on how strong the +perception is. I remember testing the other +perception IO back in the day and discovering that it wasn’t good enough to even penetrate regular mobs stealth or blindness.
The real problem piece is the Running special, because there’s no combat power to put it in. The Flying, Jumping, and Teleport specials will work ok. The Running one I don’t really have a suggestion if you aren’t going to let it be a set bonus. Seems like you’re shooting yourselves in the foot on this piece.
If the intention is for them to go in travel powers, then they should be designed to go in travel powers. So it makes no sense to have an element of them that requires them to be on during combat.
Then they should go in combat powers.
If they’re only going to be on when the toggle is on, then they should not be designed for travel powers they should be designed for combat powers. I don’t understand how this is even a conversation.
Obviously they should go in combat powers, not travel powers. Please re-think these designs.
The intention with these sets was, I believe, to provide something to do with Travel Powers now that they benefit from slots.
However, the specials were designed to go in Combat movement powers (even though there is none for running).
I feel like this is a clear design flaw.