"Cannot be grabbed" skills have an unfair distribution, other classes fully rotates it while other classes are fully vulnerable. The main issue itself is the grab skill.
I suggest have equal resistance to all Open Grabs at around 30% resistance which can be increased up to 50% using imprints. And remove the Cannot be grabbed from all skills.
The other issue about grab skill is the way they can extend the CC wherein team fights is very Over Powered. Do you really want your precious whale to suffer from chained grabs one after the other by Free to Play adventurers?
I suggest create a new CC system: [Stun/Daze/Knockback] 2x (should not repeat) > [Knockdown/Knock-up/Bound] 3x.
Some classes have SuperArmor in the Arena on CC skills like Stun/Daze/Knockback where they have a better advantage of completing a full combo. While others have Super Armor in the Arena on Bound skills which barely makes it into a full combo. Others have 24/7 SA rotation while others barely have any SuperArmor.
I suggest to give us a freedom to choose which skill should have Super Armor inside the Arena.