While I do agree that the 3 things stated are indeed somewhat out of tune with the power level of other items/aspects of the server, I do have some concerns with how the adjustments will be implemented.
I do understand Tom's view on a nerf being a gut punch, and it should not be something to be taken lightly. On the Dev side however, when players (including myself) start to adopt a "Why bother with X new ability/item when Y old thing is so much more powerful" attitude, it makes it hard for the server to introduce new things without runaway power inflation.
I'm overall neutral to whether the changes should be implemented or not, as it will eat up dev time for something that may or may not be important, but if there is a go-ahead on a change, would like it to be implemented in a manner as fair as possible.
The current crop of Fighter set weapons are honestly not well designed. It seems that the weapons were all assigned 2d12 Electric (this is fine, but seems to be missing from the longbow), and a random assignment of 3d12 Piercing (Fine for slashing/bludgeoning weapons, godawful for piercing weapons, with slings weirdly getting 3d10 piercing) or 3d12 Bludgeoning (awful for anything thanks to ER3 adamantite). It would be a better idea to standardize the stats of ALL the Fighter set weapons so that the itemization is not a factor at all. IMO, removing the weird clashing 3d12 Physical and just giving them all 4d12 Electric (+17 dmg over a non magic) as a damage bonus would be ideal.
The Fighter set Xbow was designed for an era where Xbows have an attack cap. It's pretty obvious that with the uncapping of the number of Xbow attacks, this weapon became significantly more powerful than intended.
So while I do think it is too strong (by about +20 dmg per shot), I have concerns with how a nerf should be implemented as there is no elegant solution in my mind.
i) Grandfathering the old Xbows and implementing weaker stats for future ones. This solution would make old players happiest, but would create an unfairness for newer players. Dev side, this is the easiest to implement.
ii) Deleting the old Xbow and having existing players get a new one. This has the potential to be very messy, as there may be players who return after a long absence and find their gear to be missing. The loss of runes and forging fees is also very significant, and has the potential to generate a lot of unhappiness for people who donated for it.
iii) On-the fly editing of base stats. This has the potential to be very messy, as the resultant weapon has the potential to be very buggy.
Rougeset AB nerf. Generally fine with this, but would prefer a coupling of a more severe AB nerf with setting Rogues to high BAB. We would ideally make rogues playable even without their set. Currently, the set was designed to give them a leg up due to their mediocre AB. Powerbuilders started stacking high BAB PRCs or Arcane/Divine casting to stack the AB bonuses to ridiculous levels, leading to toons that had huge AB and damage.
Caster ER scaling nerf. Agree that Arcanes/Nature casters are far too strong, but think a blanket change like this is a really bad idea. For one, this hits FS/Clerics as well, who are nowhere near being OP. Next, buff spells such as Barkskin, Bless, Divine Favor, Spell Resistance will need another formula re-calculation.
A more appropriate change would be to lower the bonus damage from Explosive/Epic Explosive if a damage output nerf is desired, and possibly the base damage dice/formula for problematic spells.
Outside of this, abilities like Epic Warding should also be looked at, and more systemic problems such as casters being able to put all 4 ER3 metals on Armor without sacrificing damage - leading to them being tougher than melee while still doing competitive damage should be addressed as well.