IIRC, there were several independent factors involved with interrupts on live.
Location. Fun and well known trick is to stand in a corner, cast a a spell, run around all you want, just get back to that corner and you will almost always 100% of the time "channel" your spell. Standing the corner, obviously, usually gave you the exact same loc, so the game knew you moved .... but it was, or was close to, zero. Melee had a knockback effect associated to it.
Root does not prevent your character from being moved, only from you moving normally. Meaning a mob meleeing you will still have a knockback type effect.
Melee had a chance to interrupt you, regardless of it's "knockback" component changing your location and that check. Stand in a corner, and get beat on by 100 different mobs for even small amounts of damage, and interrupts went up significantly. So a mob meleeing you contributed to two different, and from what I can tell, independent checks.
Stun. Breaks your casting, end of story. Ogre's frontal immunity will not negate the previous checks, however so it is not simply a free ticket to channel through anything so long as they are in front of you.
I really don't notice a difference between here and live with regards to this. Level 1-20 I might as well not even bother trying to "channel" spells, then it starts to pick up, and by the time skills start topping out in the 40's it becomes much more reliable.
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