The biggest issue with Executioner’s Stance is that it lacks QOL that makes it a versatile offensive kit. It has a heavy module tax that requires you to invest in it to make it worthwhile, and I generally disagree with any game that removes functionality and reintroduces it as an unchanged modular effect.
FFXIV does this with new expansions, WoW has done/still does it, and while I don’t follow Destiny 2 at all, I’m certain it does something similar over the course of the game’s cycle.
But the greater issue is that it is a potent offensive ability with no defensive upsides. You lose it the moment you lose control of your character (knockbacks, etc.) or switch your weapons. It’s unfair when Ogryn has none of these issues, on top of the massive amount of Toughness regeneration they get with gunlugging.
Veteran operates solely on the premise that they must kill to survive. Thematically quaint, but it makes it feel awful to utilize. This is why Commanding Shout is so strong in the current meta. This is why you can get so much more mileage out of Infiltrate when utilized correctly. Both are extremely potent defensive options with the latter having good offensive utilization without just trying to turn you into a turret in an iteration of Darktide that doesn’t allow marksman gameplay.
And of course, the biggest outlier here is that it offers almost nothing to the team.
Instead of modulation that just lets you highlight specific targets, it should change behaviors slightly that benefits you as well as the team.
What if Enhanced Target Priority additionally gave +1.5% Toughness Replenishment per kill to you and your allies in coherency when they also kill highlighted targets? It stacks 10 times, meaning you can get +15% Toughness Replenishment, and lasts 10 seconds. It can also refresh your Stance from ally kills if you take Relentless.
What if Counter-Fire additionally increased suppression against highlighted enemies by +25% for you and your allies as well as an additional +20% damage against suppressed enemies? Pretty much only ranged type enemies can get suppressed at all, making this a viable offensive change with defensive functionality. This obviously coincides with Ogryn’s aura, making it +40% damage against suppressed enemies.
Like, these are just off the top of my head. They’re huge boons for modules, but I think they’re niche enough to prevent them from being overbearingly strong.