Firstly I'd just like to say thank you for the feedback on the changes, especially the ones which say you like them
Yes, the bind/conf/stun changes do mean that certain creatures are less 'accessible'. Before the change bashers and circlers had around a 0% chance of holding a larger target for even 1 round, yet casters could easily hold something immobile until they ran out of MP. This was a clear imbalance that had to be addressed.
Mages were also getting additional bonuses to hold durations simply for being a mage. This again was wrong and had to be addressed, the emphasis being shifted to the character's stats.
On the plus side for casters, not only are you now casting critical spells, but your holding spells are much less erratic when cast on less powerful targets.
As for failing earthquake spells, that's down to the fact you've only got 22int. To cast impressive magic one has to be clever.
Now on to critical hits..
Before the changes critical hits were vastly over-powered. They were so over-powered that some people were completing quests etc with little or no skill simply by fleeing in and out repeatedly till they got a critical hit.
You cannot deny that the damage done with critical hits before was excessive.
As such I made critical hits more interesting, adding in a mild stun effect, and making them more common. I also altered the criticals more by class and stats. It's entirely possible to have multiple 'crits' in just the one fight, and with the fact that they daze your targets these strikes bring an interesting element to fighting.
Finally I'll just say in response to Jagg's comment about making things unfightable, that's intentional.
As the world grows we need to be able to add things that are interesting, fun to fight and actually a challenge. As we expand the world there'll be plenty more fightable stuff suitable to your levels, and the hard stuff really being a challenge leaves you targets and a reason for levelling up. Under the old system, harder creatures were not enough of a challenge and left little reason for adding in high level areas and lifting the level cap as characters were already able to 'take out' creatures so much more 'powerful' than them.
I hope this clears up any misgivings,
--Kaedan