The sunder charm could be salvaged if

It wouldn’t ruin them at this number because you have to consider that this is only an issue for what is normally immune mobs. Those things you’re mentioning still work at 100% capacity on non immunes, which is more than 80% of your encounters.

Nonetheless, I am open to alternative suggestions, as anything is better than what it is now.

Exactly.

Elements have Griphon’s Eye reducing lightning resistance – which now works at 100% effect.
It reduces lightning resistance by 25% with a facet in it.
With one single item, lightning immune monsters are at 70% lightning resistance.
Amazons may use a 4 facet shield.
Now it’s 50% lightning resistance.
Then add Infinity on their mercenary, and it’s -35% resistance.

95% magic resistance cannot be broken further.
95% physical resistance can only be reduced by the two curses Amplify Damage and Decrepify – neither of which are readily or practically available for the melee classes; they’re curses that proc sometimes when your mercenary attacks with Reaper’s Toll, for a 45% physical resistance final result, for a curse duration of 4 seconds…

…or the meme weapon Lawbringer, which give you a mercenary that deals no damage in return for the curse.

And for weapons, Brand gives Amplify Damage as a Chance to Cast When Struck – requiring your act 1 ranged attacker mercenary that isn’t supposed to stand close to enemies get hit to cast it.

At the very least, the physical and magical charms should have set the immune monsters to 66-75% instead of 95%, even if the elements and poison doesn’t.

Poison has Grief for -25% poison resistance, or a 6 facet weapon for -30% poison resistance.