About the crit-resistant fellas ...
I'm obviously a bit biased, as my build isn't focused on crits- but, isn't it consistent with the rest of the game?
I mean, some builds are great against certain opponents, and not so great against others. When you reach these others, you are still offered enough ways to find your way around them, or beat them somehow.
So isn't it all well and good?
As I said in previous posts, the problem is that a lot of builds can't do that. Well, to be a bit more precise,
crossbows (and traps, since a crossbow-user will definitely be using them) can't do that. Gun users can switch to a sniper rifle or AR (if they haven't dumped strength) or even an SMG or magnum with AP or special ammo and do fine. Crossbow users can um... use lots of poison bolts and pick up talents that are less than marginally useful elsewhere in the game (Hypertoxicity), and woe betide the crossbowman who doesn't have Biology. Elemental Bolts is sadly underwhelming. As for traps... well, there's no counterplay for a teleporting enemy, except maybe planting HE mines all over and blowing them up when it pops up near them.
I suspect that just giving crossbows an armor-piercing option would resolve most of my complaints entirely. That option could be as simple as making serrated bolts worth a damn (they're barely worth the carry weight as they are... yes, even against soft targets) by making sure they bleed for at least SOME damage against heavy armor... or it could be some goofy shit like a heavy crossbow / arbalest that requires the player to stand still for an entire round before firing (and make a lot of noise), but do decent armor-piercing damage in exchange.