To put it simply, yes. This game is severely lacking in traditional damage-soaker tanks. The changes to S&A make it so that you can build them as somewhat of a tank, granted. But ISIC is specifically labeled as a tank, yet excels at being a ranged DPS so much that a tanky frontliner playstyle is unrewarding.
If they indeed stealth-removed AOE, it should remove his ability to simply nuke waves from sniper range, hopefully encouraging him to contribute elsewhere. However, landing direct hits on players isn’t that hard (about comparable to Toby shooting through a force field IMO, maybe a little easier), so he’ll still be dominant at destroying players. Currently, the damage of a standard shot at level 1 is 21, while a charge shot is 177. Charge shot increases by ~7 each level, good for about 240 damage at level 10. With Symbiotic Gauntlet and the damage mutation (I use both), it’s good for ~337 damage at level 10. I would drop down the charge shot damage to somewhere like 100 at level 1, and add ~4 each level. This would be good for ~140 at level 10, or ~196 with the aforementioned upgrades. No more relying on high-powered snipes to kill your enemy before they even reach you. Maybe even give his shots a projectile timeout similar to Orendi or Alani. Maybe increase the damage of his normal shot to something like 30 or 40 (they’re hard to land anyways, and super inaccurate if you are just going to be releasing charge as soon as you have it).
Throw in a substantial wards buff (something like 100 damage at level 1, overcharge to 150, and scale with +5 health to normal and +7.5 health to overcharged each level, increase “Burlier Wards! :D” to 150, maybe reduce “You Dropped These! ;)” to only reflect 50% damage) and increase energy aegis to actually 1000 blocking (I believe it is really 500 at the moment and just lying at the character overview, haven’t tested), and you have yourself a shield/skill based frontlining tank. Forced to play close by his damage potential, and able to play close with wards, shield, legendary that makes the two work together, options for shield strength/recharge/delay buffs, and an escape with CC potential.