Fast, armored SEMs break several conventions of the game, being able to use their mobility to avoid damage while also having high protection, a large HP pool and not losing DPS until death or shatter. There's no other unit type that combines all of these aspects at once and so these SEMs stand out.
Instead of adressing this, CA decided to work around it by buffing ranged DPS and proliferating an increasing amount of hexes, snares and slows since you actually need both to damage fast, armored SEMs reliably. Then they didn't bother to combine these workarounds with any sort of scaling, so both are even more effective on anything that isn't a fast, armored SEM, completely breaking the game and creating a stifling, unsatisfying meta where it's all about cycle-charging, withering ranged firepower and ability spam, greatly reducing the amount of viable builds and strategies.
So when CA actually finds the courage to adress the SEMs directly and acknowledges that no SEM should combine high HP, high protection and high mobility at the same time (only ever two of these, while lacking in one), they now also need to work on the "workarounds", tone down ranged DPS and curb all the point&click stuff. Every patch where they fail to do so entrenches this state of affairs further and it's doing the game and the universe it's adapted from no justice. Do we really want the next WE content to be ever more tilted towards even more ranged DPS and more Pray of Anat-Raema type abilities? I for one would prefer the game to actually reverse that trend and stop having the entire game revolve around a small number of specific outliers.