I agree that increasing resistance to specific magic for an Orc isn't as effective as increasing magic skills for another Faction – they will benefit in any case, while the Orc will only benefit if the opponent has invested in the corresponding magic (which is unknown beforehand). But removing four skill branches seems excessive. Perhaps it would be better to make the magic debuff skills more compact (i.e., not distribute them across 6 perks, but fit them all into 3), while adding new, useful perks to each branch that would be beneficial for the Orc regardless of what the opponent is developing. For example, in the Light Suppression branch, add a perk that gives the hero the ability to remove harmful effects from the unit at the cost of absorbing a certain amount of Rage. Or, for example, in the Summoning branch, add the ability to summon tribal spirits that increase the Blood Fury level by 1 for one turn without gaining Rage points.
1. There are neutral creatures against whom increasing any of the suppression skills is ineffective in 90% of cases, as they don't always include spellcasters, and even then, not necessarily of a specific school.
2. I spent quite a long time trying to figure out what to do with the suppression skills, what perks to add, what additional effects to apply to the skills, so that they would be relevant and not completely useless if the opponent uses different magic. But why have 4 problematic, vague skills when you can make one logical and simple one? I realized that I don't want to memorize or recall how Anti-Summoning differs from Anti-Light, why one skill is characteristic of one class and the other of another, what additional effects they had, and so on. Creating a bunch of workarounds to make all of this somehow work.
3. This is a case where removing skills from the game doesn't reduce the amount of useful content at all, simply because the skills themselves don't do anything if nothing else is added to them (the decision to abandon the ban based solely on skill level has already been made). And the perks in Resistance will be grouped compactly and conveniently for the Orc.
4. It's impossible to say anything bad about such a Resistance skill; it is self-sufficient in this form. But you can always find fault with the suppression skills. Moreover, in some combat scripts, technical limitations still exist, and most of the ideas, without being professionally involved in hacking the executable file (and not just using ready-made tools), cannot be implemented at the moment (as well as those suggested above about blood and rage). This means that we will have to abandon good ideas in favor of something that at least works, but is unnecessary, just to fill the missing content with something.
5. I can't understand why the idea of such a skill didn't occur to me earlier. After all, for example, there is an obvious bias towards offensive skills, there are a couple of skills that perform similar functions, but in different ways (Luck and Attack). And it would be logical to do the same with defensive skills (Defense and Resistance). Such Resistance looks so good that you want to implement it for every Faction, and not just for Orcs, because it is desirable for everyone. But it will still remain exclusive to Orcs as compensation for the lack of magic schools.