To be honest Grey I think you're delving into the status effects far too much. There's no need for such specifics such as burned Pokemon losing focus and the type-status-evasion (fire Pokemon not getting burned, ice types not getting frozen) makes no sense whatsoever.
In my opinion any ice type, let's say for example a Smoochum, is hit by a hydro pump. An ice attack like blizzard, if it were to strike, would essentially freeze the moisture on Smoochum's body and freeze her. What possible protection does she have as an ice type? Cloyster, Dewgong, Piloswine....I use the same case for them.
Perhaps electric Pokemon being immune to electric-based paralysis makes sense since they are used to high voltages of electricity in their bodies. Fire Pokemon have flame sacs and can endure high temperatures due to their skin so I'd let that slide.
And of course poison doesn't work on poison types because we've all done about Biology in school.
But what do people feel on the ice front?
I'd give the following classifications:
Attract: The user has a 1/3 chance of failing to attack due to infatuation with the opponent. This chance lowers if the user is struck by the foe, until they have lost infatuation. The Pokemon may feel distressed if they attack the foe.
Burn: Attack Power is weakened, and the user sufers standard 2% damage each turn. The Pokemon's burn area may take 2/3% more damage if it is struck due to pain. Water and Ice attacks may soothe the burn but not cure it.
Confusion: They have a 1/4 chance of not attacking. No hurting themselves like in the games, and the idea of 'misinterpreting' could be a little too much artistic license. Attacks like calm mind, focus energy, meditate etc can relieve confusion. It usually fades within 1 or 2 rounds.
Frozen: Well obviously being encased in a gigantic block of ice would be difficult but if they are hit by numerous ice attacks they may lose their mobility and their joints may seize up. If it is too severe they will not be able to move at all. Fire attacks can thaw them out. I can see the argument for letting attacks such as sand attack/sandstorm help against ice.
Paralysed: I think a 50% chance of joints completely seizing up. Generally slow after paralysis, electric attacks can deepen the paralysis and make it work.
Poison: Ok there are 2 types of poison.
1) Normal poison: 2/3% damage each round.
2) Toxic poison: Can be reffed as above OR 2% the first round then 4%, 6%, 8%, 10% etc. I've also seen 2%/4%/8%/16%/32% but that is generally considered too high. A nice balance is 2%/3%/4% etc.
As for stress worsening the poison; again I think you're looking too far into it.
Leech Seed: I think 3% per round/1% each action. Fire can burn the seeds off but may damage the user; ice attacks may kill the seeds but limit mobility; claws can tear the seeds off. Rapid spid also works.
Sleep: Asleep until woken. Energy is recovered per action asleep (maybe 4/5%) but loud attacks (Hyper Voice, Chatter, Roar, Screech etc) can wake them. Severe attacks will also cause them to wake up since, let's face it, you're not gonna sleep while someone claws at your face.
I'd class those above as the right way to do things; I'm up for little tweaks in terms of damage but don't go too far with the additional effects since it just confuses people and makes you a complicated ref.
And Blade, why are you getting increasingly rude these days? I preferred the funny, charismatic Blademaster, not the crippingly bitter old man that's crept into all your posts.