Just my thoughts about how they should be overall.
Initiative de-buffing benefits most those with the ability to interrupt.
Maybe to balance it split the effects up to allow for de-buff wars.
(Melee/healer/support*)
Roots are needed by those that normally wouldn't be able to avoid being hit at all and those who have a hard time keeping targets from getting away.
(Pet/caster/ranged/CC**)
Snares are needed by those that need to catch/escape a target.
(melee/kiter/support*/CC**)
Roots and snares should be opposing skills not paired.
Blinds should enable hiding, perception de-buff in addition to minor AAO/AAD de-buff due to a reduced ability to react.
(Agent/shade/support*)
Mezz should be a short-ish duration that disables hostile actions but not friendly ones.
Such as being able to cast buffs and heals but not debuffs/nukes/attack/etc.
And no effect on movement.
(CC**/support-healer/support*)
Fears should disable all fighting/casting for a short-ish period of time only.
Whether the target stands there or runs away would either need to be the targets choice or random effect.
Should be complimentary to taunt.
Paired so that stong taunters have a moderate ability to fear,
and strong fear users should have a moderate ability to taunt.
(CC**/support*)
Taunts as the main effect of tank type professions should apply to pvp as well as pvm.
in pvm the result would be 'agg flicker' and could be used to aid stealth users the moment they need to hide for a sneak/aimed shot.
(CC**/support*)
*'Support' is used here to refer to an effect one would use to help another, not as a classification for a group of professions. Support in this context should imply a weaker effect cumulative to a primary effect of the one being supported.
** 'CC' being crowd control, would apply to any that need to manipulate the flow of combat.