There is little incentive to answer questions from someone who does not read what has already been written.
There's little incentive to debate with someone who can't even provide a solid basis for his idea. And there's even less incentive for someone who just dismisses everyone who disagrees with him out of hand without coming up with a valid reason why.

You also responded to a pre-edit version of my post. I found your "idea" for fortification numbers, and they were just as bad as I thought they would be.

Your system won't work. At all. There are only 2 outcomes to your idea:
1) The anti-seeker of fortification is so high that people remain immune to crits.
2) People with high AC remain immune to crits, everyone else gets reamed in the backside with a rusty bandsaw blade by crits.

Even assuming we accept your basic premise that immunity to crits is a bad thing (and I don't), neither of those two outcomes are in any way better.

I find your entire position essentially indefensible. Your entire argument seems to boil down to "Fortification is bad because I say it's bad", and that is somewhat less than entirely compelling.

Plus, players don't like random. They might think they do, but they don't. Not the kind of random you're talking about. They like random loot, or Diablo's random dungeon layout. They do not like being "randomly" triple critted by a bounding ogre/troll and insta-gibbed with no way to defend against it. Go read/watch the keynote address from GDC 2010 by Sid Meier. Everything he says is exactly right, and he monumentally disagrees with your position. http://gdc.gamespot.com/video/6253529/

So far, the only thing you've said so far that I agree with is that getting fortification is not enough of a sacrifice. Minos, Mineral II accessories, and any other piece of equipment that has heavy (or moderate) fort and other bonuses should lose the fortification. Make it the only modifier that can be found on a piece of equipment (like the nightforge gorget), so that if someone wants heavy fort, they actually have to give up something significant to get it.