
Does this look fun or fair to you? It doesn't look like either of those things to me. Even after the nerf I don't think there should be 60 AC crit/sneak immune casters in the game but considering that, one, at least they can't cast avascular mass, and two, it comes with a huge trade off - I can live with it. Also I agree that the SR bug should be corrected and must be a vexing thing to deal with.
Now let's talk about melee palemasters. They are tanks. That's what they were meant to be all these years ago but it took some time for the server to realize the importance of having an extra APR and full BAB ( given by the divine power scroll ). That was their biggest hit balance wise in my opinion, the newest update barely changes anything about them in terms of what their main job is. At the very least it allows some melee builds to have an easier time fighting them and not resorting to an instant "well I'm not fighting that, that's a waste of my time". Are they fun to play? Not really, not in my opinion, at least. But you're going to have a really hard time killing Paush without one, and this is where the palemasters step in. In general, I don't think that they should be a common sight or something anyone has decided to play this morning.
I also noticed you mentioning divine shield builds. Divine shield builds have their own pros and cons as well, the obvious pros being that you indeed are given a significant increase in armor class, and the con being that it's dodge ac and that the buff is only temporary. I think that they are fine as they are (as they can be countered and the classes that use them aren't as powerful as other melee classes, except maybe for the sorcerer variant but I really wouldn't know much about this ), and the only one that comes to mind is the high paladin and that's not even due to the divine shield feat, but rather the holy sword spell which is overtuned ( It should be a breach on hit, in my opinion, and the damage versus evil should be made magical ).
To sum it up, I don't think that caster palemasters fall under the "high AC" builds category, but considering they are casters with critical damage immunity it's easy to see them belonging there. In the simplest of terms, they are a mage variation. Giving them more offense would ruin the entire point of playing a palemaster. Not to say that their offense capability is weak, however. EDK is a pretty powerful spell. It can be countered, sure, and if that wasn't the case then I would call it overpowered. With the 'limited' tools that you're given, you have to figure out how to battle your enemy considering that you are, very much, a tank-mage, and not a fully dedicated wizard. There are a lot of classes, feats and abilities that still need further changes and I'm not calling Arelith perfect when it comes to it's ability to make the server a healthy and an enjoyable place for everyone, regardless of their 'builds', to play on, but in terms of palemasters, as they are at the moment, I think that yellowcateyes (and everyone else?) who worked on the update did a good job. I've had my stuff taken away from me a few times on several characters in the past so I can relate to how you might feel about the change. In general, I don't think enough has changed for your character to go from robust to underpowered. You might even find it more fun to PvP now. I know it might sound weird, but from my experience with my post-artefact change weaponmaster I enjoyed those encounters more than the ones I had prior to the change, simply because you weren't allowed to make as many mistakes as before. Also It's 4:00 PM and I'm pretty sure I made a bunch of grammar mistakes and typos, sorry for taht.