I have to echo the sentiments expressed by other posters: if dazed and stunned are two powerful to use on players, start replacing them with less debilitating effects. For example, being dazed usually means either attacking or moving, so you're losing half your major actions. Since most standard actions are an attack, weakend is like losing half of your standard action, and slowed is just slightly worse than half a move action. therefore, if instead of dazed a player was slowed or weakened, they would essentially only lose one quarter of their major actions. likewise, if you both slowed AND weakened, that's like half the effect of stunned.
Also, one of my favorite effects are the carrion crawler "stage" effects, where a save ends effect gets worse as you fail saves. stunned, while devastating, is a bit more acceptable when it's at the end of 2 turns of failed saving throws. If a player starts of slowed, fails a save to become dazed, then fails another saving throw to become stunned, if they even gett that far they at least understand they needed to do something about it.
You can also use multi-stage effects as part of follow-up attacks. The ghoul notoriously deals extra damage to stunned targets which is greatly hated by players, but a reverse effect can inflict terror into a PC without actually stunning them: a creature that can stun someone taking a certain type of ongoing damage. If you choose not to utilize the "new dominate" of "slide 5 and attack an ally", old dominate can feel more avoidable if only those who have had their minds weakened by taking ongoing psychic damage are susceptible to the attack.