All quickness abilities, sigils, runes, and traits should only increase effective actions by 66% and not double it in exchange for an 30% increase in duration with a 15% reduction in cooldown.
The reason for this is because that it is very hard to react accordingly to someone finishing with quickness. The downed system was meant to prevent burst teams from wiping out the opposing teams due to the lack of a proper healer to catch the spike burst. But, with quickness, it is very hard to react accordingly and it is extremely difficult to revive downed allies unless you have 2-3 prepared to revive the player and standing right beside him. Quickness allows bursty teams to bring down one player and quickly finish off with a quickness+stability/stealth/invul stomp. On the other hand of course this means that teams need to run at least 2 utilities just to secure a guaranteed stomp, one for the quickness and another for the stability/whatever.
Discuss.