100% agree, in PvE a hazard solar barrel will destroy one... which will put you in the red, but won't kill you unless it's solar threat and you have really low resist.
My point being, and even though I'm not a PvP guy, that it seems backwards... usually PvE stuff is weaker in PvP... but the stasis turrets seem tankier in PvP.
In addition, we need on demand CC counters. My idea was to use class abilities... if you used a charged class ability within a threshold window of being afflicted... say .5 secs... it would totally cancel the effects: slow, freeze, scorch, poison, blind, jolt, sever... all that. It would cancel & make the player immune to all CC for 3-5 seconds. Specifically for things like the stasis turret, Witherhoard... and the inbound Scorch/Solar buddy in 7/8 months.
I would even like a way to potentially deepen that counter mechanic, maybe with armor mods... that would not only cancel the effects, but also deflect the CC back on the "caster"/axis player who proc'd it.
This is because of how the damage works. In pve damage deals a base damage so if something does 80 the only thing that will change that is DR against anything such as barricades, turrets, bubble/well it'll do 80 but in pvp most of our damage comes from a crit and hitting a body deals way less so a hc will deal 40. This is why the turrets feel so tanky because in pve most enemies are capable of dealing about 100-150 damage while in pvp most people use hc's which will only deal about 40 while a turret has about 200 or so hp