While I think the tank abilities which were recently revealed are well designed and a good base to build the tank classes on, there was something which I found to be quite goofy.

that hammer just looks so out of place, so unnatural
I really love the idea of AOC to adapt all gear to make sense in the racial-cultural context of the player but what we just saw was the complete opposite
the way such a large and heavy hammer was held effortlessly by a human who used it with lightning speed was just so out of place
if it were a dwarf, an orc or a bestial tulnar holding is so effortlessly and swinging it around so fast it would make sense
but not a human
for a human the weapon should have been adapted to be far smaller, something reasonable

and the attack speed should absolutely be adapted to fit the size and weight of the weapon
A rapier or dagger should absolutely look effortless to carry and should attack very fast when in the hands of a human
A warhammer, especially if on the heavy side, carried by a human? It should have a slugish attack and its value should come from the potency of each hit, even if said hits are rarer.
And some might just ask ''mate, why asking for so much realism in a high fantasy game full of dragons and wraiths and orcs and wizards and stuff?''.
Because there's a difference between having fantasy elements as part of the premise of your world and your world just being a clowfest.
Games like The Witcher series are a good example and I strongly believe that's the model AOC should follow.
So this is my advice.
Design the weapons and gear of elves to be smaller, lighter, to truly fit their racial and cultural characteristics.
You can give shockingly large gear to races like orcs, tulnar or dwarves, races known for their resilience and strength.
And, I mean, when everybody has huge weapons, nobody has huge weapons.
If humans and elves have weapons fit for human and elves, then the tulnar, orc and dwarven ones can at least shine from this point of view.
Just my couple of cents, hope this helps.