@Lumy
Because they dont have instant stuns. Which doesnt mean instant stuns are broken at all. They have a very low range. Beside poison scalpel which has a ridiculously low cooldown, all of the instant cc are fine. They are good because you can warp to your enemy and not because they are the way they currently are.
Ill explain why those also land more often than projectiles. Projectiles travels from a point A to B. They start from the tile the caster is standing and travel to their max range. The instant cc attack starts in front of the caster, so they dont waste time to travel from point A to B. Since they spawn in front of the caster, they are actually not dodgable if you time it right. (ping can influence the result). You know what they are and call them auto tile but since you wanted an explanation I am giving it to you lol.
projectiles > instant cc
You are basically saying that they should all lose their instant CC's because they pair too well with flicker...But instant CC's are fine. They provide counter play to things like lighting cutter, crescent moon and pretty much any homings. They currently feel unfair because theres a jutsu that teleport you to your target and the instant auto tile cc is free to land. You can LEGIT smack your head on your keyboard and instantly cancel a cast while your character is facing the wrong direction 8 tiles away. Thats pretty much stupid.
Why is fire, water, earth, lighting, and Wm dont benefits from flicker as much as Medic, tai,gf and wind? Because they dont have their abilities. The end. It doesnt mean those abilities are too strong. They are just designed differently. Those are no projectiles. They are direct hits. Those were designed before flicker could combo and were fine until it happens.
Flicker is a broken game mechanic and you must accept it.