Took a quick look:
For properties 15% dodge is a bit too good imo, I’d go for 10%.
From memory -25% Critical power would mean the +0.5x Critical modifier turns to +0.375x. Factor in the overall power difference and you get 1.0x/1.5x(crit) vs 1.15x/1.525x(crit) with the talent. For this talent to work it’d need to be +1.0x Critical modifier in FS speak, but dagger and 1h sword I believe have higher modifiers. I’m not aware if any of her staves do - I’d have to look at the armoury mod (which feeds into your point most players won’t do this).
I like this (Blazing Twins) more, it’s more unique. Ofc, Burning Head itself needs to be buffed. Main concern is Blazing Twins vs Blazing Echo imo, they fill a similar niche, just differ by non RNG vs RNG.
Otherwise I agree with your feedback.
What hampers On Yer Feet Mates imo isn’t the revive speed etc., it’s the fact your allies often don’t realise it’s happening and get instagibbed again the moment they revive. I’d change it give them 1s invulnerability but solely for teammates that get revived, not ones that are alive.
imo 10% dodge distance and MS, but I’m not sure what exactly the breakpoints are for ridiculousness with certain move techs.
imo FS should just change these to match the descriptions, as in Ideal gives damage solely and Heroism gives actual power (so damage, cleave, stagger).
While this makes the talent more useable to me it just sucks. It’s totally counterintuitive to keep ranged weapons reloaded for specials etc. I don’t think this is a fun tradeoff, just annoying.
Very creative but I’d roll the bombs granting both effects into the three bomb passive. Free bomb per x enemies slain would be a great replacement in this tier however. (I’d almost be tempted to base it off gasrats, ratlings and warpfires, to simulate Bardin salvaging scrap metal etc but that’d be unreliable and a grudging).
Hekarti does not need a buff, it is already far better than Incandescence in most situations especially on Cata with ample elites. It lets you use walls much more often, it doesn’t get picked largely due to Radiant Inheritance being so good, not because it itself is a bad talent. It is not.
Incandescence needs to be turned into a more appealing / interesting option than just dumping hedges everywhere like Tzeetchian botanist.
imo not needed - it’s solid as is for its role. At most I’d change Repel so it doesn’t downscale stagger strength so badly vs hyperdensity.
Might be a bit too good with how BW plays.
Weapons:
On MWP: imo give (at the very least) rightclick mode -33% monster damage or worse. Handgun still has a leg up over MWP vs shielded SV.
1h axes: Give them halved push cost. More survivability but reliant on the player actively using their pushes for it.
Throwing axes: roll ranged attacks into one, the stronger one, and give them a block (two, maybe three stamina shields), push and push attack. Also don’t nerf reload duration but make it once you hit R you don’t need to hold R to reload (swapping weapon etc. would still interrupt).
Javelin: Good start. Dunno if this would be enough.
Moonfire: Reduce recharge rate by two thirds and double lockout. Tourney rebalance had pretty good ideas on how to nerf it without it losing its uniqueness, I’d go with that. Really FS should lean into recharge and lockout with this weapon, it feels like they were afraid to be too stingy with those and so it’s just way too good. DoT probably needs adjusting down but maybe slower recharge and lockout are enough.
Crowbill: Agree. Needs a buff but I’m honestly not sure what’d be unique and interesting. Cleave could work I guess.
Otherwise imo those are some good changes.