I'm not sure if you're planning on including all the debuffs in Loren 2 (Poisoned, Burning, Scared, Confused, etc.). If you aren't, then ignore this post.
I think SotW took a step forward from Loren in that resistances made debuffing more predictable. There are still some instances of "well, I didn't set anybody on fire, let me reload" but that's because skills have a % chance to apply. On the always-apply skills, I'm guaranteed to land a hit, and then resistance modifies the duration, making both my skill action and the resistance value meaningful (up to certain breakpoints).
Unfortunately, resistance still sucks as a stat on gear for a combination of reasons:
1. Finding resistances is unreliable. Resistance values are totally random and range wildly from 6 resistance to 90 resistance on a single item. (I suppose this could be fixed by having some pre-set resistance items, but...)
2. Even if you could find resistances, you can't plan for them. You normally don't know which resistance you're going to need in a fight until you're already in the fight. Yeah, you can guess that spiders might debuff Poison and Fire Elementals inflict Burning, but how do you know when to grab Paralyze, Confuse, Tired, or Weakened? You'll know in the future, but I don't think games should be tuned around the second play-through. There are also too many resistances to stack all of them (not that that is a bad thing).
3. Resistances are totally useless when fighting monsters that can't or don't use that power. So, you stacked 100% Paralyze resistance. Awesome. Now watch it go to waste as you fight 30 Empire Recruits that don't have Paralyzing abilities when you could have been stacking stats useful in all encounters: Attack, Damage, Magic, Speed. Even if you did correctly predict that the spiders have a Paralyzing bite ability, your resistance does no good if the AI never chooses to use the ability. Seems like 95+% of the time, your resistance value for a given resistance doesn't matter.
Resistances are completely a reactive stat that use up points from item budgets (I think?) and there are ten of them, so you can't realistically stack them all. Nor would you want to, because of #3 above. Thus, it's very rarely useful to buy items based on the resistance values.
Furthermore, since there are fifteen of them, all the resistance stats clutter up the shop window, the inventory screens, and the character information UI (three columns of resistance icons on the party screen in SotW and when selecting a creature in combat). They also seem to interfere with the "upgrade" calculation that turns items green, even with Jack trying out several different attempts to weight them as a stat.
Can you please rethink resistances on gear? Even if it means dropping them completely from gear.