I remember seeing a few videos of Jip and Spikey playing around with a variable stun time based on range. Worth integrating, in my opinion, purely because it's so cool. It does also offer up some new and interesting degrees of freedom for the balance team to play with, though.
With such a change, chrono would naturally affect longer-ranged units less, and since those tend to be slower, maybe this would coincidentally represent a step in the right direction for balance. Depending on the stun duration at the outermost perimeter, It might also allow fast units to intentionally run around the ACU, enabling a surround, and it would punish the attacker less for stepping into the danger zone accidentally.
Here's a link to one of the videos: https://www.youtube.com/watch?v=mv1TCW9jO9w&t=785s
As you can see, the scripting and effects work has already been done, all it needs is a balance pass.