About DR, as far as I recall (sorry I'm not too up on stats, having just come back to the game after sporadically playing it, and I was never too educated on balance to begin with) applies BEFORE prr, does it not? I'm assuming elemental resists do too. I figure it'd be better to have them apply after, as that would make them at least a little more useful.
Additionally, I wanted to ask if the people who are against melee and ranged power are also against spell power. I personally think it'd be nice to see a non-flat source of physical damage that works for BOTH melee and ranged (probably better to REPLACE deadly stuff) and it might help physicals compete with casters for damage (casters still do a lot of damage over melees, right?)
People can argue one way or another about whether staying true to pen and paper or changing things, but my PERSONAL opinion is that the health of the game is more important than sticking exactly to pen and paper, though it should still be recognisable as dungeons and dragons, ie dice, class and level structure, etc. Some compromise would be best imo, we don't need systems added for no reason but if it actually serves to help game balance and there's no better pen and paper option then there might have to be that compromise.
Lastly, the melee power thing seems to be in some cases a way of scaling normally static damage (like the proposed paladin light damage), perhaps the real issue is the prevalence of a lot of crit multiplier and range bonuses? Between overwhelming critical, class bonuses, and some epic destiny bonuses, crits can get ridiculously high (ie a light pick swash bard could get 19-20 x4, plus if they take tier 5 in warchanter, and go legendary dreadnought, plus overwhelming crit you get 6x multiplier on 19-20)
aaand sorry for being long-winded but the last thing I wanted to say was I'm not too happy about the flat cap because it still makes evasion almost necessary. I dislike evasion being almost a must, rather than a nice bonus that the classes that get it have, plus the fact that warforged have to pick between light armor and limited prr, or heavy armor and limited dodge bonus turns me off from warforged (unfortunately because they are my favourite race).
tl;dr version do people hate both melee/ranged power AND spellpower or just the new one; pnp purists vs non-purists should try to compromise if it helps the health of the game, crits are too buffed, needing evasion sucks and warforged need medium armor
EDIT: sorry for the personal plug, but is there any way that, if you're looking at damage mitigation, that pale master zombie stance can be made into a proper (semi?) damage mitigation/melee stance without only being worthwhile if you literally stand there and take damage? It'd be a nice to see in general some cleanup of less than useful core abilties and tree enhancements, and I'm glad to see the buffs you've been throwing to some of the underloved classes