Poison Outdated with the Prevalence of Penetration

With the heightened prevalence of resistance penetration in general, the power of poison compared to other ailments is severely diminished. This became especially apparent when I was trying to plan out a damage over time-oriented Acid Flask build. There’s the new Weaver sword, idols with high penetration relative to their size, etc. All that added on top of shred already serving the purpose poison’s bonus has.
It then became obvious that I would be much better off going with the fire version of the skill and scaling ignite with bleed conversion, and suddenly many other scaling methods opened up such as the oddly-high “elemental damage over time” stat, superior Rogue affixes, an obscene “ignite duration” relic, etc.
Simple solution would be to make the poison stacking bonus be a damage multiplier instead, and I think it’s perfectly fine to do so. In fact, even if you did, I would still rather use ignite for my scenario-- but it’s a start. Off the top of my head, even it were to be updated, the only builds I would plan to use poison in (not skills that deal non-ailment poison) are minions stuck with it (Rogue bees, some Primalist minions) and Poison Overload Acolytes.