Well mrbig, first of all, don't be so Sheldon Cooper.
Lol, i can't help it , really
Yeah, we all know you are good at math, and all that statistical explanation is very good and all that. But the thing is that he is partially right and not completely wrong.
He said that once you know what can you steal from someone and memorize the stolen items, you are at an advantage. But I wouldn't say so much and I will say you are not at disadvantage anymore, because as long as you don't know what can you steal from your target you are doomed. I think you are at a little advantage AFTER you have stolen something, because in that moment the enemy is completely clueless about what have you taken from him. Well, and I would even say that many times they don't even realize they have been stolen.
Besides some professions only give you offensive or CC skills (like warrior or ele or guardian) so that is another thing to take into consideration.
I know what items I can steal from you and I know all of 'em are oriented to an offensive style of game. I tehn, know that steal in this case is only going to help me deal you more damage. If I'm fighting with you and after some time I realize I can't beat you for whatever reason (build, skill, "gear") I know what I have to do is to flee or seek help because I know stealing you is not going to help me getting out.
The point is that this is not the point of the discussion
You say that if you know Steal outcomes you're at advantage, but it's not like this.
Being at advantage and being able to react to the item you obtain
are 2 totally different things.
You're not at advantage, since statistically there's no fixed chance to obtain X items when stealing from a war ( and i obtained the seed item, the one planting the f*ing useless tree, even from a warrior), and this is very true even if they really intend to reduce the pool to 2 items per profession: this means that you always have to react
to what you obtain.
And this is fine indeed. But not mathematically.
To a skilled player there's no difference from obtaining a thing or another by stealing, because he always knows what he obtains, so there's no difference if the stealable items pool is composed by 2 or 8 items.
Since steal repetitions are too few to obtain statistical relevance, their "proposed" change to reduce stealable items makes no sense: steal needs to be redesigned in order to be used often
(and being useful for both ranged and melee thieves, but this is another story, not for this thread).
Randomness should reward you: this is not the case for Steal, since at best you're obtaining something worthy of that high CD ( 45 secs is huge), at worst you're obtaining total crap, and often you're obtaining something which doesn't scale with your attributes ( condition items on a power built thief, or high damage items on a condition built thief and stuff) so that 50 % of the time, the item you get is not as useful as it should.People can be "fine" with steal as much as they want, but they're wrong: steal is a product of a horribly lazy design choice, and should be changed asap,
otherwise stuff like Team Paradigm interview saying that the thief is a completely worthless class will arouse surprise no more.
This is of course also valid for enge elixirs.