Thank you.
Just a few assorted bits.
The Fortitude and Will counterparts to Reflex Evasion was indeed much less visible. I don't recall their names either.
The fact you can negate or remove effects from failed saves are great; but it does not excuse having to make saving throws with essentially no chance of success in the first place.
As for good/average/poor saves, I'm not so sure. My problem is that poor saves are
too poor.
If the game featured save DCs in the 10-20 range and never higher, I could accept poor saves as low as, say, +4. You would need to roll a 16 to make such a save, which would grant you a 20% chance. That's about as low as I'd make any check. Maybe have an actual negative ability bonus lower that (so if you have an 8, your bonus would only be +3).
But there are two problems with that: One, the game does not limit save DCs to 20. Two, having a save lower than +4 is not a fluke. Almost every character will have one save lower than +4. In fact, most characters will have as many as three saves lower than +4.
It just doesn't add up. Not if you want to say "the game handles epic save DCs well". It just doesn't.
Now, making the game use Fort/Ref/Will fixes a lot of these problems. No, save DCs can still be higher than 20. But the probability of a character having more than one impossible save is much lower.
And if the player truly can't stand having such a low save, fixing it is just one Resilience feat away.
Even if both your Reflex and Intelligence is 10, you would still sport a +6 Reflex save at 20th level with a Resilience feat.
And versus a DC 22 or 24 save, that's just the bare minimum of what feels reasonable.
If, on the other hand, you feel the need for better saves is overblown, and that mitigating the effects of failing a save is as easy as you say, then: congratulations, that Resilience is not a must have, it is not a feat tax. Looks like a win win scenario to me