Don\'t you consider limited skill choice a drawback?
There\'s nothing wrong with going the elemental resistance route. From my point of view that solution simply places the drawbacks elsewhere. That way you lose effectiveness against specific enemies, but retain skill choices.
The current system is the opposite of that. You lose skill choices by going specializing on an element, but you can still run all areas of the game effectively.
Which is more preferable is largely subjective, although I happen to like the latter option more, as I think it gives more control to the players. In Rifts you could encounter resistances completely randomly, so you would never know when you\'ll get screwed over by RNGesus. With the current system however when you go elemental you always know what you\'re getting into, so it\'s an informed choice.
If the devs would want to reduce the effectiveness of builds through monster stats I would much rather see them do it by their density. Each area in the game should have different enemy population. This way AoE builds could be more effective in the Weeping Hollow for example, and single target build in Act 4. Ideally drop rates should be time normalized however. The reason I\'d prefer this solution is because I think it\'s a much more interesting challenge to improve our efficiency this way in an area. With resistance it\'s always obvious what the right choice is.