Obviously the highest development team priority is that players have a highly enjoyable experience. Also, the development team continues to state play and build diversity are top priorities. The 2 fundamental issues which will continue to preclude such diversity until fully addressed are Time To Kill (TTK) and Time To Be Killed (TTBK). Until both of those are dramatically and simultaneously changed there will NEVER be viable build OR gameplay diversity.
Consider the impact of doubling mob base health, halving their base damage output, and doubling base status effect duration. It would then make sense to rely on skills enabling consistent and ongoing damage output while mitigating incoming damage. As things stand currently glass cannon crit M1A builds are EVERYWHERE simply because armor and skill builds make little sense except at play levels supposedly only for a small "more elite" level of play. Why continue to prevent such diversity for the majority of the players running at hard and challenging settings? (Doubling mob base armor as opposed to no to little bump would need to be tested)
If Massive really wants experience and build diversity from normal all the way to heroic levels of play TTK and TTBK must see these changes.