That's the only way to really balance pure fighting professions vs merchants and nurses.
50% chance to avoid a hit if evade skill = attack rating skill of the opponent at 50% agg.
Add +5% to avoid for each 10% agg bar below 50% (75% to avoid at 0% agg). Remove 5% to avoid for each 10% agg bar above 50% (25% to avoid at 100% agg).
Also 10 points in evades above the opponent attack rating should lower the chance to hit by 1% (reverse it if the attack rating is higher than the evade). For example, with 300 more evade than the opponent attack rating it should give an extra 30% chance to avoid a hit.
The chance to hit should never go below 5% or so (consider it a fumble if you are hit with godly evades).
Apply these rules to my MA for example with 1000 duck Exp and fighting at 40% agg. If she meets a shotgun doc in pvp with 700 attack rating, she should then have 85% chance to avoid all weapons hits.
With this rule, all professions will use the cheapest weapon skill (ie green or aqua) they have to hope to hit most of the time in combat.
There would be no need to nerf crits because they would be kinda useless if you can't hit in the first time.
Do the same with nano resist. An NT with 1000 NR at 0% agg would almost alway have 95% chance to resist any hostile nano, it makes sense, the skill is green for them.
Right now defensive skills are FUBAR.
Also fighting professions would be the only ones to ever reach 1000+ attack rating to effectively fight the highest level mobs. NT would be the only ones able to nuke the hell out of them too.
Support professions would be wanted for their main skills (healing, crowd control, etc).
Professions would once and for all have their unique purposes.