I've found some game design issues on U33 Revision 2 reaper.
First of all, current design doesn't allow melee flankers(a.k.a. skirmishers), even if they have perfect aggro management and situation awareness. Once a tank got aggro a mob, these melee flankers would try to flank that mob, but a caster mob would cast AOE(especially fort save one like horrid wilting) ON TANK. That tank might resist and survive against that AOE spell. But melee skirmishers doesn't have way to survive except relying on LIMITED spell absorption gear. They will die even if they play perfectly.
On the contrary, spell and ranged DPSes are perfectly safe when a tank get aggro because they can DPS from a distance. Same situation would occur when mobs use whirlwind or cleaving attacks.
Player's MASS CC is still too effective. You can handle almost every situation with spamming just 2 or 3 spells. Mass hold, discoball, web. Those spells cooldowns are too short and too effective against every type of mobs. Let us use more spells, especially SINGLE TARGET SPELLS. Let us save mass type CC or instakill for critical situation or right timing. Not just for every mob.
Mob's CC is too ineffective. Almost no one got caught by mob's cc, because everyone who try reaper seriously have insane saves and freedom of movement. If players get caught by CC more, we might not need that insane incoming damages from mobs.
Current reaper implementation encourages players to get ranged & spell DPS ONLY with 1 tank. I think it's not good for game & balance. Actually, traditional divines roles are also not needed, because most people have enough healing other capability and even divines can't rez other ppl in timer.