To me it seems that a growing tendency has been forming that with every new patch the game gets harder (not in a good way) and a lot of old character builds get broken without enough new builds being introduced to compensate for them. I'll illustrate this with a few examples from my own personal experiences and try to give solutions to the problems.
1) With the defense and life reduction it seems that some changes haven't been proportional enough. If I try to run Kingdom of Shadow with a paladin with the same gear now and a few patches back, now I almost always die during the bridge part, whereas in previous patches I was able to stay always with at least 30% health and be able to finish the uber. This could be a combination of life reduction and/or damage increase in the zombies and/or attack rating increase and/or defense decrease in items. (possible resolution is to decrease attack rating of zombies so that if you have high def it actually matters and you don't feel like you have 0 def - no I'm not running, I always walk there

2) Even though the damage reduction by a factor of 8 should keep things the same, if I try terror fauz in the current patch, it seems like I'm doing destruction fauz in previous patches with the same gear for a bowazon. It doesn't seem right to have almost full gear and have difficulty completing the BRC, not to think about farming great runes.
3) Survivability for glass cannons in some ubers is non-existent - due to the way the teleport pads got bigger in duncraig and the fact that more monsters are present, currently you can't possibly do it with a character that has damage but can't take a hit, because monsters swarm you after you teleport, you can't use any of your timered skills, wall piercing skills have been removed and even with summons you die in a blink of an eye. I would suggest to reduce the monster density on teleport pads or remove them altogether there because even if you can kill the monsters, if it requires a blink and possible swarm of them, it limits the viable builds for such ubers.
4) Uberquest difficulty in general for some instances has been pretty ramped up (new Baal anyone?) and I wonder if you have played them enough with each class to see if there exists a viable strategy for each one to defeat them. Currently it doesn't seem like a balance act, but rather - lets see how to challenge the elite players and let the new or average players be frustrated that they can't get past some content.
5) Charms or other items that don't have a 100% chance drop rate. Since we all know how RNG can be good and bad for you (most of the times bad) I would like to suggest the introduction of tokens which have a 100% chance drop rate and if you combine enough of them, you get the charm / item which has a corresponding lower drop chance in current patch (4 Jitan tokens for Moon of the Spider, 9 Khalimgrad tokens for the Zakarum Ear, whatever other ubers that don't have a 100% chance charm drop rate)
6) I know that you want to find ways for (uber) bosses to be difficult, and with the removal of heroic shields I wonder if avoid on bosses has been removed as well, because I have a feeling that some of them still have it and that brings a non-linear difficulty to them, because depending on the RNG they can avoid as much as they'd like and take players hours to complete, or make them impossible to kill altogether.
7) I know that this isn't something new, because it has been in the mod for some time - the Khalimgrad Lantern Archons - I have an open question to you all and would like an honest answer - how many of you can kill more than the 2 entrance angel avatars when trying to farm for ears? For me personally their addition has made the uber difficulty from easy to something like Kingdom of Shadow because of the need for non-stop running. You have to have both high mobility (to avoid the Lanterns), high defense (to not be hit), high life (to survive in case of a hit) and high damage output (to be able to kill the avatars quickly) to be able to clear the entire level. At certain points like when killing an avatar or some corners you have to stay still or circle back and by that time 20+ Lanterns are following you - one misstep and they catch up to you and you're dead. If the difficulty curve stays the same I would like the drop rate for the charm in this uber to be increased if suggestion 5) doesn't make the cut.
8) The new maps and their size has already been mentioned in several posts in the feedback thread and I've added a suggestion for it as well - http://forum.median-xl.com/viewtopic.php?p=141163&sid=c40055b8a7d88d8ec1bdab63852ade61#p141163
9) On top of that I would like to know your thoughts on server resources and which is better for them - for a player to stay in 1 game for a long time because he/she can farm things multiple times and there are many points of interest or to have them rapidly generate new games because of no farming potential or bad rolls.
What I would possibly like is to have some reverts or see if the creators and community can come up with better ideas for these problems. I'm sure that other players have seen these and possibly more things that could potentially ruin their experience in the game. Don't get me wrong, I don't want the game to be dumbed down, but I want the challenges to be smart ones rather than "Oh I have to level another class because my class can't possibly do this, or even if I can, I don't have the stash space available to switch between all the different builds I need for ubers". To add to that point, if we just look at some of the major ubers requiring gear checks - Quov Tsin, Kingdom of Shadow and Yshari Sanctum - you already don't have enough place in the stash to keep all the different gear sets.
I don't want to sound harsh but if things continue to go like this, by the time we get to Sigma with the lock-in functionality for ubers where if we die we have to restart the whole uber (which is something that would break 90+% of current builds IMO for moderate+ ubers) we would have a game with much content but only 1-2 viable builds that can defeat it, low replay value and a large player base which would quickly quit the game due to frustration or lack of interest.
What are your thoughts on the matter?