Shoota boy blobs, 'Ard Boyz, Trukks, Tact Spam grenades, DA spam grenades, Chapter Standard, Blind Grenades...
These are some of the most common forms of CC found in plenty as soon as the game starts.
I say this to relay the point that, to me (and I suspect a lot of others), you really are inundated with a plethora of nukes and CC coming from so many sources in this game.
Having each unit have some sort of ability worked fine in DoW2 (where the scale was may smaller and much more manageable), but when you can spam out so many squads in DoW3, DoW3 quickly combines with the DoW2 principle of "give units lots of abilities" in a way that is not so healthy for the game imo.
I think it promotes a much more hectic/twitchy style of gameplay where you are simply looking to land/dodge the best combo of abilities rather than setting up good tactical flanks or having a better strategic army of combined arms.
I would suggest Relic look at reducing the availability or line unit's access to CC/nukes so that their having one is a much more rare occurrence - to reduce the perception of: just about everything in this game can activate some ability and nuke you.
I would perhaps start by requiring the above units to make a small wargear purchase to get access to the ability (say, 25/5). Not only would this reduce the availability of active abilities right out the gate for a lot of units, but also promote more tactical play (getting an upgrade to do a specific job - a la DoW2) and encourage more squad preservation.
Some units and abilities I think shouldn't even have CC: Trukk's taunting you as well as throwing boyz on you is extremely powerful (so powerful that people will use trukks for no other reason than to Chain-CC you).
Chapter Standard probably doesn't need Knockback - I would just remove it and force SM to use it more tactically with their army rather than as a "knockback any unit you want."
In general: in a game where you can build so many squads (part of that whole large-scale battle Relic wants for DoW3), allowing each of those squads to have abilities quickly becomes an issue. The difference in gameplay between 2-4 squads running around with grenades and 5-9 squads running around is huge - as if there's some sort of exponential growth in the potency of CC/nukes the more individual instances are available for that CC/nuke. Relic should be very careful in adding abilities that do this in a game where they are so effective.